Eye Spy

m (Synopsis)
(Bill Homewood did not co-present, so says Bill Homewood)
Line 5: Line 5:
Julian Parkin
Julian Parkin
-
 
-
==Co-host==
 
-
 
-
[[Bill Homewood]] (first series)
 
== Broadcast ==
== Broadcast ==
Line 18: Line 14:
== Synopsis ==
== Synopsis ==
-
In ''Eye Spy'', two teams of kids went through a fictional spy training academy and whichever team turned out to be the best went through to the final mission where they'd save the world and get paid in board games.
+
<!-- Unknown whether the title was actually "Eyespy" --> In ''Eye Spy'', two teams of kids went through a fictional spy training academy and whichever team turned out to be the best went through to the final mission where they'd save the world and get paid in board games.
What this boiled down to really was traditional quiz and game rounds (crack the code, deduce which of the guests are bluffing, remembering what you saw on tape etc.) given a spy style twist, and the rounds would sort of be interconnected via some sort of loose story.
What this boiled down to really was traditional quiz and game rounds (crack the code, deduce which of the guests are bluffing, remembering what you saw on tape etc.) given a spy style twist, and the rounds would sort of be interconnected via some sort of loose story.
Line 25: Line 21:
[[Category:Action and Adventure]]
[[Category:Action and Adventure]]
 +
[[Category:Childrens]]
[[Category:Espionage]]
[[Category:Espionage]]
[[Category:Observation]]
[[Category:Observation]]

Revision as of 12:35, 13 October 2007

Host

Christopher Rowe

Julian Parkin

Broadcast

BBC1, 9 March 1990 to 3 May 1991 (26 episodes in two series)

Synopsis

In Eye Spy, two teams of kids went through a fictional spy training academy and whichever team turned out to be the best went through to the final mission where they'd save the world and get paid in board games.

What this boiled down to really was traditional quiz and game rounds (crack the code, deduce which of the guests are bluffing, remembering what you saw on tape etc.) given a spy style twist, and the rounds would sort of be interconnected via some sort of loose story.

In the Final Mission, the winning team would have three minutes to open the safe. To get the numbers to the safe, they'd have to answer a question based on things that had happened throughout the programme. Then one of the pair would select one of ten phone booths to enter. If they'd answered the question incorrectly, they'd get gunged and they'd have to answer another question. If no gunge was dropped, then the pair of them can get on and 'do' a secret agent-type thing in order to earn one of the numbers to the safe (drive a buggy through a "swamp", destroy something with a "missile launcher", cut wires to defuse "bombs", save their teacher from the "rock-crushing machine", that sort of thing). Four numbers earned the prizes.

Feedback

To correct something on this page or post an addition, please complete this form and press "Send":
If you are asking us a question, please read our contact us page and FAQ first.

Name: E-mail:   
A Labyrinth Games site.
Design by Thomas.
Printable version
Editors: Log in