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Wipeout - EPISODE GUIDE


This topic is for the long-promised Wipeout episode guide. I'm not exactly sure how I will be formatting this, but I will be adding page-jumps into this post, so you can easily click to your desired episode.

This guide will now cover ALL seasons because the wipeoutzone.keshiheads.co.uk site is gone emoticon To try to help me get through this in fair time, I will condense this into an individual post for all starting obstacles and then a separate post for the remaining obstacles and other rounds. I think that should also make for more convenient viewing. Hopefully anyway!

Edited by Messup434, 13/Apr/20, 7:45 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 OVERVIEW

Season 1 was eleven episodes long and filmed on only one block of courses. This block had four obstacles in the Qualifier, with two obstacles changing weekly and two permanent fixtures. Season 1 only had one second round and had two regular third rounds (as well as a one-off round in the pilot episode). The Wipeout Zone for this season had five obstacles, all of which had to be completed to win the show.

Nine of the episodes in this season were regular gameplay episodes, while the two others were clip-shows of highlights from previous episodes. The first clip-show was the "Wipeys", an episode providing "Wipey" awards to standout competitors, obstacles, and moments from the first six episodes. The second clip-show was the 90-minute Top 25 Moments season finale, filmed at Venice Beach, covering all previous episodes of season 1.

The majority of episodes in this season were unthemed, although episode 5 had a ball-themed Qualifier, episode 6 had a foam-covered Wipeout Zone, episode 10 had a stormy Wipeout Zone, and episode 9 was the first episode ever filmed - with some different obstacles and rounds than seen in other episodes and 32 contestants, rather than 24.

Edited by Messup434, 7/Mar/23, 1:58 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 EPISODE DETAILS


Ep 1 ("Hello America"): June 24, 2008

$50,000 Winner: Arthur "Jazz Hands" Sevcik

Winner of Sweeper $1,000: "Candyman" Andrew Ritter

Notes:

-Andrew Ritter quit during the Dizzy Dummy round.

-Discounting the pilot episode, which had a much easier Wipeout Zone course, Arthur Sevcik had the fastest Wipeout Zone time of the season.





Ep 2 ("A Day's Work and Day's Play"): July 1, 2008

$50,000 Winner: "Skateboarder" Jim Wakefield

Winner of Sweeper $1,000: "Skateboarder" Jim Wakefield

Notes:

-This episode is the only one to include the Dreadmill in the "race to the finish format", as all later appearances instead used the "survival" format instead.

-This Dreadmill appearance featured one of the closest finishes of the show: David Goryl beat Ingel Catindig by .06 seconds, edging him out and eliminating him from the Wipeout Zone.

-Kelly Duffy quit during the Dreadmill round.

-Joey Byham quit during the Wipeout Zone.





Ep 3 ("Where's the Pole?"): July 8, 2008

$50,000 Winner: "Teenage Ninja" Kyle Adler

Winner of Sweeper $1,000: "Teenage Ninja" Kyle Alder

Notes:

-Ariel Tweeto was the first person shown to have crossed the Big Balls on Wipeout.

-The title is a reference to Ariel Tweeto not being able to see the pole on the final Qualifier obstacle (the Pole Vault), thus simply jumping into the water.

-This episode featured two very similar one-off obstacles, both called the Pole Vault.

-This Dizzy Dummy appearance was unique in that all four competitors who made it to the Wipeout Zone cleared the Crazy Beams (and none cleared the Pole Vaults). This is because, in the first round using the Pole Vaults, the contestants used all of the poles without anyone reaching the end, so no one advanced and the next round went back to the Crazy Beams. Then, on the next round with the Pole Vaults, Jarran Joshu became the only contestant to ever throw-up on the show, thus forcing him to forfeit and for a new round to start on the Crazy Beams - with the first two to clear the obstacle advancing to the Wipeout Zone.





Ep 4 ("The Flip, Flop, Flip, Flop"): July 15, 2008

$50,000 Winner: "Fitness Fanatic" Marc Natividad

Winner of Sweeper $1,000: "Mama's Boy" Gabriel Lawrence

Notes:

-Gabriel Lawrence quit during the Wipeout Zone.





Ep 5 ("All Ball"): July 22, 2008

$50,000 Winner: "Jock" Casey O'Farrell

Winner of Sweeper $1,000: "Jock" Casey O'Farrell

Notes:

-The Qualifier was "ball" themed, so every obstacle had a twist to do with balls.

-This episode featured the first ever couple to appear on Wipeout.

-This Dizzy Dummy appearance was unique in that the competitors were given a Mexican lunch before competing to make them feel extra sick on the Dizzy Dummy. Jacob Mann had to quit, due to being too sick from the lunch.





Ep 6 ("Wrecord Breaker"): July 29, 2008

$50,000 Winner: "Mr." Charles Zaucha

Winner of Sweeper $1,000: "Geek" Robert Duff

Notes:

-The Wipeout Zone was made harder by being covered in foam. The waterfalls above the Launch Pads also dropped foam on the contestants.





Ep 7 ("The Wipey Awards"): August 5, 2008

A special episode looking at the most memorable contestants, obstacles, and moments of the first six episodes.





Ep 8 ("Wipeout O-Matic"): August 26, 2008

$50,000 Winner: "Fire-dancer" Richard Mendoza

Winner of Sweeper $1,000: "Foot-phobic" April Robles

Notes:

-This episode was the first to reuse a starting obstacle in the Qualifier - the Topple Towers also featured in episode 1.

-Richard Mendoza had the slowest winning time of the first season.

-Michael Bertrand quit during the Wipeout Zone.

-This was the final competition-based episode of the season to be filmed.





Ep 9 ("The Special Episode"): September 9, 2008

$50,000 Winner: "Rocket Scientist" Christian Readyhoff

Notes:

-This episode was the first ever to be filmed, featuring 32 contestants instead of 24 and many unique obstacles and rounds. The episode was billed as a special episode, though was really only different as it was the first one produced.

-Because the pools had not been properly lined yet, all of the pools were filled with brown water, making things a lot muddier!

-This episode had no Sweeper winner because the round automatically ended after only eight competitors were remaining.

-Christian Readyhoff had the fastest time ever on Wipeout, due to the Wipeout Zone being substantially easier in this episode.





Ep 10 ("Road to the Final Episode"): September 9, 2008

$50,000 Winner: "Punk Rocker" Kyle Sullivan

Winner of Sweeper $1,000: "Punk Rocker" Kyle Sullivan

Notes:

-This was the last regular episode of season 1 to be shown.

-The Wipeout Zone was made harder by being filmed amidst a storm. Contestants had to fight against a downpour of rain and wind as they completed the course.

-Phil Somerville was told to stop during the Wipeout Zone, due to a shoulder injury.





Ep 11 ("Top 25 Moments"): September 16, 2008

A special 90-minute episode filmed at Venice Beach, counting down the most memorable 25 moments of the first season, as well as showing interviews with competitors and "behind-the-scenes" footage.

Edited by Messup434, 7/Mar/23, 2:13 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 QUALIFIER STARTING OBSTACLES


The color of the obstacle name indicates whether it is a water or a mud obstacle (mud obstacles are colored brown, while water obstacles are colored blue).

Ep 1/8: Topple Towers - Here there are two sets of three towers in a row. Each tower is made of three stacked foam blocks. The contestants have to run over the top of the first three to reach a platform, and then over the second set to reach the next part of the course. Because the blocks aren't fixed, they will fall over when trodden on. Contestants may climb a set of stairs attached to the middle platform to attempt the second half of the obstacle if they fall off of the first half.

Ep 2: Slippery Stairs - Here the contestants have to get up and over this slippery slanted foam staircase, before sliding down the other side. The steps are angled downwards, making the climb to the top of the staircase more difficult and the slide down the other side faster.

Ep 3: Doughnut Run - Here there are two sets of four rubber ring towers in a row. Each tower is made of four stacked rings. The contestants have to run over the top of the first four stacks to reach a platform, and then over the second set to reach the next part of the course. The top ring in each stack is loose (while the bottom three are tied together) making the towers unstable. Contestants may climb a set of stairs attached to the middle platform to attempt the second half of the obstacle if they fall off of the first half.

Ep 4/8: Tumble Tubes - Here there are three cylinders laid long ways on a set of rails. The contestants have to stand on top of the first and roll it along the track to reach the second cylinder. They then step onto this one, and again move along to the last one which they can then roll along to jump to a floating mat and reach the next part of the course.

Ep 5: Dirty Balls - Here there are two sets of seven half-balls floating on top of the mud in a scattered pattern. The contestants have to run over the balls to cross the mud and reach a platform, and then get over the second set to reach the next part of the course. The balls will sink under the weight of the contestants, so they need to move fast to avoid falling in the mud. Contestants may climb a set of stairs attached to the middle platform to attempt the second half of the obstacle if they fall off of the first half.

Ep 6: Buoy Run - Here there are ten buoys with flat platforms on top, creating a zig-zag path across the water. The contestants need to run across these, moving quickly so they don't get tipped off, to reach the next part of the course. Midway through the pool is a floating platform which competitors may climb up onto to continue the obstacle if they fall off the first half of the buoys.

Ep 9: Human Pinball - Here the contestants have to slide down a hill covered with running water. Placed all over the hill are giant 'pins'. The contestants have to try and avoid as many of these as they can so they don't slow themselves down too much. If they can stay centered on the hill, they will land on the floating pathway leading to the next part of the course, thus saving time.

Edited by Messup434, 8/Mar/23, 12:29 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 QUALIFIER OBSTACLE #2: SUCKER PUNCH

Next the contestants have to cross a thin ledge against a wall. In the wall are 22 mechanical boxing gloves that will randomly pop out to push the contestants off and into the mud. To help, there are rock-climbing handles on the wall.


Variations/Twists:

Ep 3/9: "Rockless" - The rock climbing holds are removed from the wall.

Ep 5: "Ball Pit" - Colorful plastic balls are floating in the mud pit.

Ep 8: Butt Kicker - Instead of the usual fists on the wall, there are 22 shoes that pop out at random. Contestants must run across the beam with their back to the wall.

Ep 10: Punch Bowl - Instead of the usual mud, the pit is filled with fruit punch.

Edited by Messup434, 4/May/20, 6:02 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 QUALIFIER OBSTACLE #3: BIG BALLS

This is a row of four giant inflatable rubber balls. To cross a stretch of water, the contestants have to jump from one to another, across the top, to reach a platform at the other end.

Edited by Messup434, 4/May/20, 6:03 am


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SEASON 1 QUALIFIER FINAL OBSTACLES


Ep 1: Cookie Cutter Swing - Here the contestants have to use a rope to swing from a small ramp, over a stretch of water, and then burst through a man-shaped cutout in a wall to stop the clock. If they don't make it through the hole they must swim around the back and climb up some steps to reach the other side of the wall to stop the clock.

Ep 2: Block Swing - Here the contestants have to use a rope to swing from a small ramp, over a stretch of water, and land on a platform opposite. On the edge of the finish platform is a wall of blocks that they need to knock through to land safely and stop the clock. If they don't manage to land on the platform the contestants must swim around the back and climb some steps to the top to stop the clock.

Ep 3: Pole Vault - Here the contestants have to pole vault (from a small ramp, high up) and land on a large rubber ball on a raft floating in the water below to stop the clock. If they don't land on the ball, and stay there, they must swim around to a platform and climb up some steps to the top to stop the clock.

Ep 4: Wall Swing - Here the contestants have to use a trapeze bar on a rope to swing from a small ramp over, over a stretch of water, and land on a narrow ledge at the bottom of a tall wall to stop the clock. If they don't manage to land on the ledge the contestants must swim around the back and climb some steps to reach the other side of the wall to stop the clock.

Ep 5: Ball Swing - Here there is another large rubber ball, the top covered with a cargo net, hanging by a rope in the air. The contestants need to run down a ramp, jump, grab onto the net and swing on the ball across to a platform. Here they need to let go and land on the platform to finish. If they don't they must swim around it and climb up some steps to the top to stop the clock.

Ep 6: Field Goal Swing - Here the contestants have to use a trapeze bar on a rope to swing and land on a large rubber ball on a raft floating in the water below. Just before the ball is a goal-like structure which stops the rope from going any further. This means that the contestants have to let go at the right time, just before hitting the goal, so that they continue moving forward and reach the ball to stop the clock. If they don't land safely on the ball, they must swim over to a floating mat and climb onto it to stop the clock.

Ep 8: Doughnut Swing - To finish, the contestants have to use a trapeze bar on a rope to swing over stacks of giant rubber rings on a mat, hopefully without knocking any of them off the mat and into the water. If they can do this successfully, their time will stop. Just before the rings, however, is a goal-like structure which stops the rope from going any further. This means that the contestants have to let go at the right time, just before hitting the goal, so that they continue moving forward and fly over the rings. If they knock any of the rings off, the contestants must swim to a mat floating in the water to stop the clock.

Ep 9: Leap of Faith - Here the contestants have to grab a rope, run up a curved slanted slope, and then use their momentum to swing in a semi-circle and land on the platform opposite side of the pool to stop the clock. If they miss the platform the contestants have to swim over to it and climb up a set of steps to the top to stop the clock.

Ep 10: Bubble Bath Swing - Here the contestants have to use a trapeze bar on a rope to swing and land in a floating 'bath' of foam below. Just before the bath is a goal-like structure which stops the rope from going any further. This means that the contestants have to let go at the right time, just before hitting the goal, so that they continue moving forward and land in the bath to stop the clock. If they don't end up in the bath they must swim over to a floating mat and climb onto it to stop the clock.

Edited by Messup434, 7/Mar/23, 2:31 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 SECOND ROUND: SWEEPER

The twelve contestants each stand on tall podiums and have to jump over a rotating arm as it sweeps past them. If they don't, they'll be knocked off and out of the game. The arm gets faster and higher the longer it goes on. The last six remaining on their podiums move on to the next round, but the arm continues to rotate until there is just one person left. This last person standing wins $1000.


Variations/Twists:

Ep 2: Sacks - Each of the contestants stand in potato sacks during this round, making it harder to balance.

Ep 3: Toothbrush - Six bendy foam cylinders are stuck on top of the arm.

Ep 4: Dodgeball - Each contestant is given two dodgeballs at the beginning of the round, which they may choose to throw at other competitors to try and knock them off.

Ep 5: Hoop - A hoop is stuck on top of the arm, which competitors must jump through.

Ep 6: Crowbar - Six "crows" are stuck on top of the arm, emitting smoke to cloud the contestants' sight.

Ep 8: Crusher - A second arm is placed directly above the first arm, so contestants must jump between the arms as they get closer together when the lower bar begins to raise.

Ep 9: "Special" - The Sweeper is blue and rotates in the opposite direction. The bar is more rectangular than the usual arm. The round immediately ends after only eight contestants remain, with no one winning a $1,000 bonus.

Ep 10: Triple Threat - A second arm is placed directly above the first arm, hanging from which is a swinging mini Wrecking Ball that contestants must dodge. Additionally, there is a smoke machine attached to the top arm which will blast contestants with icy steam as it passes them.

Edited by Messup434, 7/Mar/23, 2:35 am


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Re: Wipeout - EPISODE GUIDE


SEASON 1 THIRD ROUND A: DIZZY DUMMY

(Eps. 1, 3, 5, 8)

The six contestants are strapped into a 'human merry-go-round' and spun at speed for a short time. After being released they have to try and reach the other side of a pool of water.
First they must try and make their way across obstacle A. The first person to the other side wins; the losers are spun again. They then have to use obstacle B to make their way across the water. This is repeated again (alternating from obstacle A to obstacle B) until there are four winners who all move onto the Wipeout Zone.
If a contestant falls into the water at any time they must swim back to the beginning of the obstacle and start again.


Episodes/Obstacles:

1A: Tippy Tables - These are two long rectangular platforms, one after another, that are only secured down their middle (like a sideways seesaw). This means that when they're trodden on on either side they will tip up. The contestants need to make their way over, stepping from one to the next, and then jump onto the finish platform. There is a block at the ends of each table to trip competitors up.
1B: Hopping Blocks - Here there are two sets of six pads sticking out of the water, with a stable platform between the sets. The contestants have to jump from one pad to the next across the water. The first six are set in three rows of two pads, with the edge ones sloped inwards and the middle ones in the shape of an upside-down 'V'. The second set are laid out in two rows of three pads, with all blocks sloped inwards.



3A: Crazy Beams - Here there are ten short beams creating a path over the water. The beams are only connected in the middle and will freely spin around. The contestants can use this to their advantage to help them reach from one to another as they make their way to the finish platform.
3B: Pole Vaults - Here the contestants have to pole vault their way across the water - first onto a middle solid platform and then onto the finish platform. The gap between the start and middle platform is much smaller than the gap between the middle and the goal. There are three poles set at the starting platform and two poles set at the middle platform. If all poles are used with no one clearing the obstacle, the a new round is started on the other course.



5A: Slippery Snakes - These are two rows of four big semicircles that contestants need to get across to reach the goal.
5B: Barrel Spill - Here there are 12 barrel-shaped pads sticking halfway out of the water. The contestants have to jump from one pad to another to reach the finish platform. Aside from the fifth and twelfth pads, two barrels are always placed side-by-side so that multiple contestants can cross at the same time. For the fifth and twelfth barrels, only one contestant can cross at once.



8A: Block Maze - Here there are three floating mats in a row. The first two have foam blocks piled up on top of them in a pyramid shape. The contestants need to climb over, or knock off, the blocks to be able to get from one mat to the next and reach the finish platform.
8B: Teeter Totters - These are two giant rectangular seesaws. The contestants need to make their way over both, leaping from one to the other, and then jump onto the finishing platform.

Edited by Messup434, 8/Mar/23, 1:23 am


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SEASON 1 THIRD ROUND B: DREADMILL

(Eps. 2, 4, 6, 10)

The contestants (one at a time) have to run along this conveyer belt, which is moving backwards at speed. Every week, there is a different theme and set of rules to the obstacle.


Variations/Twists:

Ep 2: Doors - Along the treadmill are three floppy walls that the contestants need to lift up in order to pass through and make their way to the finish platform. Every time a contestant falls off of the treadmill, they will land in a pit full of powder and foam pieces and the treadmill will slow down incrementally. Additionally, buckets of tennis balls will occasionally be rolled onto the treadmill to try and trip contestants up. The fastest four competitors to reach the finish platform move on to the Wipeout Zone.

Ep 4: Flipper Flop - The contestants wear flippers as they run on the treadmill and try to stay on for as long as possible. The longer the competitor stays on, the faster the Dreadmill goes. To try and trip them up, inflatable sea creatures and rubber rings are placed on the belt. When the contestants fall off the conveyer, they will fall into a pit of foam and their time will stop. The four competitors who can stay on the treadmill the longest advance to the Wipeout Zone.

Ep 6: Wrecking Ball - The contestants run on the treadmill and try to stay on for as long as possible. While contestants run on the treadmill, a wrecking ball swings back and forth overhead trying to knock them off. As the game goes on, the treadmill gets faster and faster and the Wrecking Ball gets lower - forcing competitors to duck more and more. When the contestants fall off the conveyer, they will fall onto some turf and their time will stop. The four competitors who can stay on the treadmill the longest advance to the Wipeout Zone.

Ep 10: Roadworks - The contestants wear "Goofy Goggles" (goggles that make things appear to be farther away than they really are) as they run on the treadmill and try to stay on for as long as possible. The longer the competitors stay on, the faster the Dreadmill goes. To try and trip them up, traffic cones are continuously placed on the treadmill, which are nearly impossible to avoid due to the Goofy Goggles. When the contestants fall off the conveyer, they will fall into a mud pit and their time will stop. The four contestants who can stay on the treadmill the longest advance to the Wipeout Zone.

Edited by Messup434, 7/Mar/23, 2:45 am


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