A*mazing explained

Genre:Game show
Director:Steve Quartly
Presenter:James Sherry
Theme Music Composer:Clive Young
Country:Australia
Language:English
Num Seasons:10
Num Episodes:650
Camera:Multi-camera
Runtime:26 minutes
Company:Southern Star Group
Network:Seven Network

A*mazing is an Australian children's television game show that aired between 16 May 1994 until 1998 on the Seven Network. It was famous for a relatively large and elaborate maze/obstacle course that was part of the show's studio set. A*mazing was hosted by James Sherry for the entire run of the series.[1] A*mazing was produced at Channel 7 in Brisbane from 1994 to 1996 and then at Channel 7 in Perth from 1997 to 1998.

Format

The show pitted teams from two different primary schools against each other during the course of a week.[2] Points gained by each contestant during the week would be totalled up to decide the winning school at the end of each week. There were two rounds of a game called "Timezone", each followed by a maze run, then the contestants competed in a "computer challenge" on a video game.

Timezone

In Timezone, a 90-second countdown timer begins, and Sherry begins to provide clues to a word or phrase to the first school's contestants. Contestants have to correctly guess the word or phrase before running down to a large QWERTY keyboard mounted on the floor and stepping on the letters to spell it out. The process is repeated for the second school. If contestants were unable to guess the word initially, the clues would get easier until the word was spelled out by Sherry. The time remaining determines how many points they get, plus how long each school gets to spend in the maze during round two.

Maze Run

After both teams had completed Timezone, one contestant from each school would enter the maze and attempt to collect the letters of the answer which are hidden in such places as a garbage can, or behind a mock cactus. Ten points are given for every letter they retrieve inside the maze before their time runs out.

Occasionally, the maze would include letters that are not part of the answer; if a contestant collected these superfluous letters, they would not receive any extra points in addition to the points earned by collecting the valid letters.

Computer Challenge

After the teams had completed two maze runs, the contestants competed in a video game face off. During the course of the show, three different gaming platforms, all provided by sponsor Nintendo, were used. Originally, the Super Nintendo Entertainment System (1994–1996), and later the Nintendo 64 (1997–1998).

Games played included Tetris, Bubsy, Donkey Kong Country, , Super Mario World, Nigel Mansell's World Championship, Plok, Pac-Attack, 1080° Snowboarding, , Wave Race 64, Super Mario Kart, Mario Kart 64, San Francisco Rush, Multi-Racing Championship, Cruis'n USA, Diddy Kong Racing, Super Mario 64, Unirally, Winter Gold, Super Mario Bros. 3, Super Tennis, Cruis'n World, and the fly-swatting minigame from Mario Paint.

The team with the most points/fastest time win 50 points for their team, while runners-up in this challenge win 25 points for their team. Should there be a tie (e.g. both teams score the same number of coins in Super Mario Kart or hit the same number of flies in the fly-swatting mini-game from Mario Paint), both teams score 25 points each. Originally, 100 points were awarded to the winners and 50 points to the runners-up.

Bonus Round

After the third round, the team with the highest score would then go back to the maze for 90 seconds (later changed to 120 seconds) to collect keys. One player will choose which side of the maze they want to explore. Only when that player exits that maze can the other player enter the other half of the maze. There were seven keys, including a bonus one, in the maze; each key was worth 100 points. If either of the contestants found the bonus key, then both of the contestants would each get an original Game Boy (also provided by Nintendo), which later became a Game Boy Pocket. Only once were all seven keys found in the maze (under the 90-second rule limit).

If there was a tie after the third round, a sudden-death question was read out to both teams in the style of the first round, and whoever answered the question correctly would technically win the game for the day and go into the maze to search for the keys.

By the end of the week, the school with the highest number of points would win a grand prize, which was usually educational computer software or an encyclopedia set. Other prizes included tickets to the Wet'n'Wild theme park in Gold Coast, Australia.

The Maze

The tables below show the layout of the maze per season, from the start to the end of each side of the maze.

Season 1! Left side !! Right side
Ball pit Steps
Mirrored doors Pots
Toy shop Curved red pipe
Pipe (Pirates Cove) Stairs
Desert Snowstorm
Ladder Padded stairs
Bamboo walk Penguins
Yellow slide Ice slide
Second ball pit Foam pit
Season 2
Left side Right side
Aquarium Steps
Mirrored doors Pots
Toy shopCurved red pipe
Pipe to Pirates CoveThunderbox
DesertFirefighter's grove
LadderCar
Jungle walkPadded stairs
Yellow slidePenguins
Ball pitIce slide
Pit
Wheelie bins
Season 3! Left side !! Right side
Swiss cheese Pet shop
Mirrored doors Padded stairs
Laboratory Castle platform / Zig Zag Run
Revolving pipe Firefighter's pole
Pirates cove Dungeon
Desert Car
Ladder Luggage
Bamboo walk Toilets
Donkey Kongs rowspan="3"
Slide
Ball pit

Trivia

Notes and References

  1. News: Bucklow. Andrew. A*mazing facts about the best kids TV show ever. 2014-02-25. News.com.au. 2020-04-01. live. https://web.archive.org/web/20180517183902/http://www.news.com.au/amazing-facts-about-the-best-kids-tv-show-ever/news-story/56d47b8c584459900fe73c022f8e9e95. 2018-05-17.
  2. News: Frances . Ellen . 1994-05-12 . Computer game show for the pint-sized . 10 . . Green Guide . 2021-04-15 . Newsbank.