History Series / ThinkFast

30th Dec '15 8:53:45 PM Gimere
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!!GameShow Tropes in use:
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!!GameShow Tropes !!GameShowTropes in use:
6th Dec '15 7:28:59 PM Mikeyfan93
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As the title suggests, unlike ''Double Dare'' and ''Finders Keepers'' which had more physical elements, ''Think Fast'' had less to do with physical activities and more to do with brain teasers and other memory challenges, like dumping colored slime on your teammate in a certain pattern a la Simon.
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As the title suggests, unlike ''Double Dare'' and ''Finders Keepers'' which had more physical elements, Keepers'', ''Think Fast'' had less to do with physical activities and more to do with brain teasers and other memory challenges, like dumping colored slime on your teammate in a certain pattern a la Simon.
24th Oct '15 11:19:21 AM Gimere
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One of several {{Game Show}}s produced by {{Nickelodeon}} following the success of their original offering, ''[[Series/DoubleDare1986 Double Dare]]''. Teams competed in head-to-head stunts (known as "events") to earn money and eventually the right to enter the [[BonusRound Locker Room]] at the end of the show. The show was hosted by Michael Carrington, who was replaced by Skip Lackey when the show moved to Orlando.
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One of several {{Game Show}}s produced by {{Nickelodeon}} Creator/{{Nickelodeon}} following the success of their original offering, ''[[Series/DoubleDare1986 Double Dare]]''. Teams competed in head-to-head stunts (known as "events") to earn money and eventually the right to enter the [[BonusRound Locker Room]] at the end of the show. The show was hosted by Michael Carrington, who was replaced by Skip Lackey when the show moved to Orlando.

* ExcitedKidsShowHost: Lackey, in the "over sixes" variety. "LOCK IT UP LOCK IT UP LOCK IT UP LOCK IT UP!!!!!"
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* ExcitedKidsShowHost: Lackey, in the "over sixes" variety. "LOCK "[[NoIndoorVoice LOCK IT UP LOCK IT UP LOCK IT UP LOCK IT UP!!!!!"UP!!!!!]]"
1st Aug '15 10:54:30 AM Gimere
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One of several {{Game Show}}s produced by {{Nickelodeon}} following the success of their original offering, ''[[DoubleDare1986 Double Dare]]''. Teams competed in head-to-head stunts (known as "events") to earn money and eventually the right to enter the [[BonusRound Locker Room]] at the end of the show. The show was hosted by Michael Carrington, who was replaced by Skip Lackey when the show moved to Orlando.
to:
One of several {{Game Show}}s produced by {{Nickelodeon}} following the success of their original offering, ''[[DoubleDare1986 ''[[Series/DoubleDare1986 Double Dare]]''. Teams competed in head-to-head stunts (known as "events") to earn money and eventually the right to enter the [[BonusRound Locker Room]] at the end of the show. The show was hosted by Michael Carrington, who was replaced by Skip Lackey when the show moved to Orlando.

* BonusRound: In the Locker Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort (the Carrington episodes had props, puppets[[note]]specifically, a puppet of RonaldReagan giving a speech and flopping around[[/note]], and some people dressed as crazy characters while the Lackey episodes had people dressed as crazy characters and props). One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress:
to:
* BonusRound: In the Locker Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort (the Carrington episodes had props, puppets[[note]]specifically, a puppet of RonaldReagan UsefulNotes/RonaldReagan giving a speech and flopping around[[/note]], and some people dressed as crazy characters while the Lackey episodes had people dressed as crazy characters and props). One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress:
24th Jun '15 11:52:53 PM Mikeyfan93
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Added DiffLines:
As the title suggests, unlike ''Double Dare'' and ''Finders Keepers'' which had more physical elements, ''Think Fast'' had less to do with physical activities and more to do with brain teasers and other memory challenges, like dumping colored slime on your teammate in a certain pattern a la Simon.
31st Jan '15 12:32:27 PM Wartzanall
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* BonusRound: In the Locker Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort. One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress:
to:
* BonusRound: In the Locker Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort.sort (the Carrington episodes had props, puppets[[note]]specifically, a puppet of RonaldReagan giving a speech and flopping around[[/note]], and some people dressed as crazy characters while the Lackey episodes had people dressed as crazy characters and props). One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress:
31st Jan '15 12:24:00 PM Wartzanall
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27th Jan '14 3:03:56 AM goldenroad
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* '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds; likely changed due to too many winners). Finding six of the seven pairs in time won the grand prize. * '''Lackey Era:''' Players alternated making matches for 60 seconds. The odd locker contained the "RedHerring", an item or character with no match. The only way to proceed was to pull on a special "Herring Handle" at home base. $100 per match for the first four, two prizes of increasing value for five and six, finding all seven won the grand prize.
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* ** '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds; likely changed due to too many winners). Finding six of the seven pairs in time won the grand prize. * ** '''Lackey Era:''' Players alternated making matches for 60 seconds. The odd locker contained the "RedHerring", an item or character with no match. The only way to proceed was to pull on a special "Herring Handle" at home base. $100 per match for the first four, two prizes of increasing value for five and six, finding all seven won the grand prize.
7th Dec '13 2:53:01 AM goldenroad
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In the Locker Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort. One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress: * '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds; likely changed due to too many winners). Finding six of the seven pairs in time won the grand prize. * '''Lackey Era:''' Players alternated making matches for 60 seconds. The odd locker contained the "RedHerring", an item or character with no match. The only way to proceed was to pull on a special "Herring Handle" at home base. Finding all the matches won the grand prize.

* BonusRound: The Locker Room.
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* BonusRound: The In the Locker Room.Room, the contestants had to match the contents of 15 large lockers, each of which contained either a silly character, a prop or series of props, or a "booby trap" of some sort. One at a time, a locker would open, and then the player had to find its match by hitting the buttons in front of the lockers to open them. Each successful match won money or a prize. All but one of the lockers contained something that matched with another locker's contents; the remaining locker contained a gimmick meant to throw off or hinder the players' progress: * '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds; likely changed due to too many winners). Finding six of the seven pairs in time won the grand prize. * '''Lackey Era:''' Players alternated making matches for 60 seconds. The odd locker contained the "RedHerring", an item or character with no match. The only way to proceed was to pull on a special "Herring Handle" at home base. $100 per match for the first four, two prizes of increasing value for five and six, finding all seven won the grand prize.
15th Sep '13 11:03:18 AM mr3urious
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* '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds). Finding six of the seven pairs in time won the grand prize.
to:
* '''Carrington Era:''' The first contestant had 30 seconds to make as many matches as possible before the second went. The unpaired locker contained a "TimeBomb", which would "go off" after 20 seconds if not revealed. If the first contestant found the Time Bomb in time, the second got the full 30 seconds to make matches; however, if the Time Bomb went off, the second player only received 20 seconds (in very early episodes, finding the Time Bomb also ''added'' 10 seconds to the second player's time, for a total of 40 seconds).seconds; likely changed due to too many winners). Finding six of the seven pairs in time won the grand prize.
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