Presentation on theme: "THE CONCEPT GENRE: QUIZ SHOW TARGET: FAMILY FREQUENCY: DAILY LENGTH: 30 GOAL: EDUCATIONAL LETTERPLAY is a quiz show based on words that rewards an excellent."— Presentation transcript:
THE CONCEPT GENRE: QUIZ SHOW TARGET: FAMILY FREQUENCY: DAILY LENGTH: 30 GOAL: EDUCATIONAL LETTERPLAY is a quiz show based on words that rewards an excellent command of language and a quickness of mind. Three contestants go through a series of letter based games in a white-knuckle run against the clock. Original, brain-teasing and didactic, this fast-paced gameshow entertains both participants and the audience.
STRUCTURE 2. LETTER COCKTAIL 1. LETTER MIX 3. LETTERS IN BLOCK 4. LETTER BOARD 5. FIRST LETTERS STAGE 1 STAGE 2 STAGE 3 6. FLEETING LETTERS THE FINALIST GOES THROUGH TO THE LAST ROUND, ECLIPSE OF LETTERS, TO TRY AND WIN THE SHOWS JACKPOT. LETTERPLAY CONSISTS OF 6 ROUNDS. 3 CONTESTANTS PARICIPATE IN THE FIRST THREE ROUNDS. ONLY THE 2 CONTESTANTS WITH THE HIGHEST SCORE COMPETE IN THE FOURTH AND FIFTH ROUND. THE LAST ROUND IS RESERVED FOR THE FINALIST.
In this game, a set of consonants and vowels are presented. Contestants must combine them to create as many words as possible. They will answer out loud one by one, having 6 seconds to respond. Repeating words is not allowed although giving a wrong answer or passing on ones turn is permitted. The challenge lasts five turns per contestant. 1. LETTER MIX ROUNDS- STAGE 1 sell early lapse polar Other words
ROUNDS- STAGE 1 Contestants are shown a panel composed of 9 letters. The goal is to create as many words as possible jumping from one letter to another provided they are adjoining. Letters can be repeated within one word. Answering will be done in the same way as in Round 1: out loud and in 6 seconds. There will also be five turns per contestant. 2. LETTER COCKTAIL thinnest taste eat easy Other words
A sequence of 3 letters is displayed. The goal is to create as many words as possible including the given sequence (as a block), either at the beginning, middle or at the end of the word. The contestants will answer out loud one by one, having 9 seconds to respond. At this time, answering incorrectly will bring down the contestants score to zero. There will be five turns per contestant. The winning contestant will obtain 100 extra points aside from those acquired during this round. ROUNDS- STAGE 1 3. LETTERS IN BLOCK Other words about outline shout youthful
From this round on, there will only be 2 contestants facing a large tactile screen. The screen will initially show a board with one word. The contestants, during their turn, will write any word that crosses with, or completes one of the previously written words. There will be up to six turns per contestant. Each participant´s words are written in a specific colour. When one contestant uses the letters of the opponent, the word will change colour. The scores will fluctuate throughout the game, depending on the number of coloured squares each contestant has up on the board. ROUNDS - STAGE 2 4. LETTER BOARD inputputschslowowner
ROUNDS- STAGE 2 The game starts with a letter that the computer provides. For each turn, letters are added to the first letter. The contestants will take turns writing words that start with the letters displayed on the screen. The winner is the contestant who writes the last valid word. 5. FIRST LETTERS wwinwinwindowwinnerwinter
Only the finalist plays the sixth round: fleeting letters. If the contestant gets through s/he wins the daily prize plus the accumulated amount from the jackpot from previous programmes. In 60 seconds the contestant must discover the hidden word behind a series of squares. The only clue will be the subject or the semantics field it is related to. Up to three letters are proposed by the contestant and fleetingly they appear along the corresponding squares. Finally, the contestant must write out the hidden word. ROUNDS - STAGE 3 6. FLEETING LETTERS
RULES OF THE GAME SCORES The words are scored using the following criteria: less frequent words will score higher: Basic, 10 points Intermediate, 20 points Advanced, 30 points Expert, 40 points Unusual vocabulary, 50 points Plant = 19 points Plank= 42 points a letter will score more or fewer points according to its frequency of use in our dictionary. A = 1 point J = 5 points THE WINNER The best classified contestant of all six games wins the money prize for that day. The contestant will compete once again in the next programme and up to a total of 27 programmes. In this case, s/he would obtain a special prize. the specific rules of each game For instance, in First Letters, each added word is worth 5 points more: 5, 10, 15, 20, 25.
THE COMPUTER NETWORK The computer programme configuration is flexible. It can be adapted to a varied set of needs: level of difficulty, order of the games, number of contestants, positions in the studio, colour and size of the fonts, scoring of the different stages, etc. All of the computers are connected to a server. The server is controlled by an operator located in the editing department. It follows the rhythm of the games and the instructions of the host or the director. In case there is any kind of incident, a cancellation key has been included that automatically invalidates the points obtained during the last game. However, the score accumulated until that point will be saved.
THE HOST´S SCREEN The operator that is connected to the server has a second screen that the host can see from his/her stand (it does not include a keyboard or a mouse) The host can follow the contestants correct and incorrect answers, their scores and all of the answers to the games in real-time.
PRODUCTION Suggestions Letterplay is prepared to make easy its shooting. This quiz show do not need postproduction. The PC servers control and display games as well as answers and points. TYVE´s collaboration for production: Original music and sound effects head, titles and interfaces set design computer and monitor network software support computing operation support sms control system
TYVE TECHNOLOGIES, S.L. Altea, 4 – Las Rozas de Madrid