| Think Fast! | |
|---|---|
| Genre | Children's game show |
| Presented by | Michael Carrington (1989) Skip Lackey (1990-1991) |
| Narrated by | James Eoppolo (1989-1990) Henry J. (1990-1991) |
| Country of origin | |
| No. of seasons | 3 |
| No. of episodes | 106[1] |
| Production | |
| Location(s) | Philadelphia, Pennsylvania (Seasons 1-2) Orlando, Florida (Season 3) |
| Broadcast | |
| Original channel | Nickelodeon |
| Original run | May 1, 1989 – June 29, 1991 |
Think Fast is an American children's game show which aired on Nickelodeon from May 1, 1989 to June 29, 1991.
For the first two seasons, the show was hosted by Michael Carrington, and announced by James Eoppolo. When the show moved to the new Nickelodeon Studios in Orlando, Florida for season three, Eoppolo was invited to stay on as announcer but was contractually obligated to another project by that time. Carrington was replaced by Skip Lackey and the new announcer was Henry J (who would later announce another Nickelodeon children's game show, Get the Picture).
The show's theme music was composed by Edd Kalehoff.
Contents |
Two teams of two (one of them wearing gold, another wearing blue) competed in various events that would "boggle the mind as well as the bodies". The team that completed each stunt won money ($50 for Round 1, $100 for Round 2).
After each event, the winners of the event in addition to the cash won a chance to solve a visual puzzle known as the "Brain Bender". In each attempt a puzzle piece was removed. The puzzle could be a picture of a celebrity, a rebus, a close-up object or objects in common. Correctly solving a Brain Bender was worth $200. If the Brain Bender was solved in the first round, another one was started in the second half. If nobody solved the Brain Bender after the final event, a sudden death showdown was played. Originally teams alternated turns taking guesses after each puzzle piece was removed; in later episodes, pieces were removed one at a time until one player buzzed in with a correct answer.
On several episodes, a different version of the Brain Bender was used in which one of six pictures or drawings was revealed after every event. The teams had to guess what the depicted items all had in common.
The team with the most money at the end of the game won and advanced to the bonus round, the Locker Room.
The team with the most money went to the bonus round, known as the Locker Room, in which there were 15 large lockers each containing a costumed character or a number of themed objects (a number of rubber balls which would fly out at the contestant, for example). In total, there were 7 pairs of characters or objects, as well as an unpaired locker. Each match won a prize.
Every time a player pressed a button, the locker corresponding to that button would open up. When a player found a match, they had to press a button in the center of the stage that closed all the lockers as well as deactivate the buttons to the matched lockers as they were already matched and not needed to match again.
Each player had 40 (later 30) seconds apiece to find as many pairs as they could. The unpaired locker contained a Time Bomb. If the first player did not open the locker with the Time Bomb within 20 seconds, ten seconds would be deducted from the second player's time; otherwise the second player kept the full 30 seconds.
On very early episodes, finding the Time Bomb also added 10 seconds to the second player's time; this rule was dropped after only two or three tapings.
Each match on this version was worth increasingly valuable prizes; making six matches won the team a trip. The lockers that were still able to open had the lights off (located on top of the lockers).
This time, the team took turns for each match, and the team had 60 seconds to find all seven matches. For the first four matches made, both players won $100; the other three were worth prizes, with the grand prize being awarded for all seven matches (on this version, it was not always a trip). The unpaired locker contained the "Red Herring", which was simply a character with no match. If the Red Herring was found, the contestant had to "yank on the Herring Handle", a cord suspended in the center of the room, to be able to continue to the next character. When this handle was pulled, a bucket of red plastic fish toys (ostensibly "herrings") was dropped on the character while his door was being closed. The lockers that were still able to open had the lights on (located on the buttons).
The series was taped at WHYY-TV in Philadelphia, Pennsylvania for its first two seasons. The show relocated to the newly-opened Nickelodeon Studios in Orlando, Florida for Season Three, where the set received a makeover. As with virtually every Nickelodeon game show from 1986-1996, the set was designed by Byron Taylor.
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| Think Fast! | |
|---|---|
| Genre | Children's game show |
| Presented by |
Michael Carrington (1989) Skip Lackey (1990-1991) |
| Narrated by |
James Eoppolo (1989-1990) Henry J. (1990-1991) |
| Country of origin | United States |
| No. of seasons | 3 |
| No. of episodes | 106[1] |
| Production | |
| Location(s) |
Philadelphia, Pennsylvania (Seasons 1-2) Orlando, Florida (Season 3) |
| Broadcast | |
| Original channel | Nickelodeon |
| Original run | May 1, 1989 – June 29, 1991 |
Think Fast is an American children's game show which aired on Nickelodeon from May 1, 1989 to June 29, 1991.
For the first two seasons, the show was hosted by Michael Carrington, and announced by James Eoppolo. When the show moved to the new Nickelodeon Studios in Orlando, Florida for season three, Eoppolo was invited to stay on as announcer but was contractually obligated to another project by that time. Carrington was replaced by Skip Lackey and the new announcer was Henry J (who would later announce another Nickelodeon children's game show, Get the Picture).
The show's theme music was composed by Edd Kalehoff.
Contents |
Two teams of two (one of them wearing gold, another wearing blue) competed in various events that would "boggle the mind as well as the bodies". The team that completed each stunt won money ($50 for Round 1, $100 for Round 2).
After each event, the winners of the event in addition to the cash won a chance to solve a visual puzzle known as the "Brain Bender". In each attempt a puzzle piece was removed. The puzzle could be a picture of a celebrity, a rebus, a close-up object or objects in common. Correctly solving a Brain Bender was worth $200. If the Brain Bender was solved in the first round, another one was started in the second half. If nobody solved the Brain Bender after the final event, a sudden death showdown was played. Originally teams alternated turns taking guesses after each puzzle piece was removed; in later episodes, pieces were removed one at a time until one player buzzed in with a correct answer.
On several episodes, a different version of the Brain Bender was used in which one of six pictures or drawings was revealed after every event. The teams had to guess what the depicted items all had in common.
The team with the most money at the end of the game won and advanced to the bonus round, the Locker Room.
The team with the most money went to the bonus round, known as the Locker Room, in which there were 15 large lockers each containing a costumed character or a number of themed objects (a number of rubber balls which would fly out at the contestant, for example). In total, there were 7 pairs of characters or objects, as well as an unpaired locker. Each match won a prize.
Every time a player pressed a button, the locker corresponding to that button would open up. When a player found a match, they had to press a button in the center of the stage that closed all the lockers as well as deactivate the buttons to the matched lockers, as they were already matched and not needed to match again.
Each player had 40 (later 30) seconds apiece to find as many pairs as they could. The unpaired locker contained a Time Bomb. If the first player did not open the locker with the Time Bomb within 20 seconds, ten seconds would be deducted from the second player's time; otherwise the second player kept the full 30 seconds.
On very early episodes, finding the Time Bomb also added 10 seconds to the second player's time; this rule was dropped after only two or three tapings.
Each match on this version was worth increasingly valuable prizes; making six matches won the team a trip. The lockers that were still able to open had the lights off (located on top of the lockers).
This time, the team took turns for each match, and the team had 60 seconds to find all seven matches. For the first four matches made, the team won $200; the other three were worth prizes, with the grand prize being awarded for all seven matches (on this version, it was not always a trip). The unpaired locker contained the "Red Herring", which was simply a character with no match. If the Red Herring was found, the contestant had to "yank on the Herring Handle", a cord suspended in the center of the room, to be able to continue to the next character. When this handle was pulled, a bucket of red plastic fish toys (ostensibly "herrings") was dropped on the character while his/her door was being closed. The lockers that were still able to open had the lights on (located on the buttons).
The series was taped at WHYY-TV in Philadelphia, Pennsylvania for its first two seasons. The show relocated to the newly-opened Nickelodeon Studios in Orlando, Florida for Season Three, where the set received a makeover. As with virtually every Nickelodeon game show from 1986-1996, the set was designed by Byron Taylor.
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