- Catch Phrase (US game show)
Infobox Television
show_name = Catch Phrase
genre =Game show
director =Marty Pasetta
starring =Art James
narrated = John Harlan
theme_music_composer = Marc andRay Ellis
country = USA
language = English
runtime = 30 min.
channel = Syndication
first_aired =September 16 ,1985
last_aired =January 10 ,1986
imdb_id = 0198076
tv_com_id = 29148"Catch Phrase" was a syndicated U.S. game show which ran from
September 16 ,1985 throughJanuary 10 ,1986 . It was hosted byArt James and was billed as the game where "What you see is what you guess".Two contestants competed to identify a series of animated puzzles called "Catch Phrases" to win money and prizes.
The show was not a success in America and was cancelled after thirteen weeks, however a British version, fared much better, running from
1986 to2002 onITV . A version in Australia (based largely on the UK version) was also popular, airing from1997 to2003 on theNine Network .Main Game
Two contestants competed. The blue player was the champion while the red player was the challenger. At the start of each round, one contestant stopped a randomizer consisting of dollar amounts by hitting his/her buzzer. The value landed on became the amount for the toss-up Catch Phrases.
Toss-Up Catch Phrase
On each toss-up, the computer slowly drew a Catch Phrase on the screen. When the puzzle was completed, a bell rang; the contestants could then buzz-in and guess the answer. Sometimes the show's mascot, a robotic character called "Herbie", appeared in a Catch Phrase; his appearing and acting in the puzzle always gave an important clue to the answer."Example": If the screen showed the word "ACT" and then it suddenly starts to disappear, the Catch Phrase to that would be "disappearing act".
uper Catch Phrase
Correct answers added the predetermined money amount to the bank, which was claimed by solving the "Super Catch Phrase" hidden behind nine squares with the show's logo on each. After correctly solving a Catch Phrase, a contestant could remove one of these squares by hitting his/her buzzer to stop a randomizer on one of them. Once the square is revealed, the contestant was given five seconds to think of an answer. A correct solution to the "Super Catch Phrase" won all the money in the bank; if incorrect, another Toss-Up Catch Phrase was played.
Several "Super Catch Phrases" were played according to time, and the player with the most money when time ran out won the game and played the bonus round, although both players kept whatever cash they earned.
Bonus Round
In the bonus game, the winning player faced a 5x5 board of 25 squares, each marked with a letter from A through Y in ascending order. The contestant chose a letter and tried to solve a Catch Phrase behind it. The object of the round was to get five squares in a row (either across, up and down, or diagonally) in 60 seconds or less. Doing so won a prize package worth approximately $5,000. However, the center "M" square contained the most difficult puzzle on the board; completing a line that included the "M" won a $10,000 prize package, which was often a car. If time expired, the player received $200 for each correct letter. If one of the correct letters was the "M", the total was doubled.
Players were allowed to remain on the show until they were defeated or remained champion for five consecutive days; any player who did so received a new car.
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