Earlier this year, myself
& team superfans were once again invited to take part in helping The Crystal Maze
as Games Testers.
This time round, we had a more intense experience as Camera
Blocking was taking place, so this meant all the cameras were cranking &
rolling, and we were doing all the new entry methods into the maze for Aztec,
Industrial & Future.
We also got to hang out briefly in the new zone,
Eastern, and bumped into James Dillon who designed this wonderful masterpiece
of a zone. Whilst we did not get to play any of the games in Eastern, we had a
full day (9 Hours!) inside the wonderful world of the Crystal Maze.
Following our 9 hour
marathon of gaming the maze, we went home almost euphoric and feeling like we
left a dream state. We had a lot of questions, and Executive Producer Neale
Simpson was kind enough to go through the interrogation we lined up for him.
Neale, firstly please let
me re-iterate the thanks from all of us on Team Superfans and The Crystal Maze
Fansite Blog for allowing us to enter the Maze again this year, and for your
time in answering our questions about the 3rd season of filming!
So Let’s kick off with
the most obvious thing – the new zone! Why did you decide to change a zone in
the first place?
One of the things that
made the original shows consistently brilliant was the commitment to
reinvention. As the current custodians of the maze, we feel we have a
responsibility to try and match that creative ambition. This is our third
filming run and it felt like the time was right to do something big with the
maze that hadn’t been done before.
Also, from a practical
point of view, our main creative challenge for each run is devising with
all-new games. Designing a new world to play in unlocked new visuals, mechanics
and themes for us to plunder for ideas to keep things fresh for the games team
and the viewers.
With a new zone & the
Maze only holding 4 zones at a time, why was Medieval selected as the Zone to
lose?
Rest assured a lot of
thinking went into deciding which zone to change.
Aztec is arguably the
most-loved zone and it’s also the most visually impressive too - it’s also the
home to our water games.
Futuristic has been
completely re-imagined for our reboot, so it’s the freshest in terms of design
and is also the world we get to play with new technology that we can’t use in
other zones.
Industrial is a big,
dramatic space and perhaps our favourite zone for designing games as we get to
play with mechanical contraptions that have provided some of our most
interesting challenges. Which leaves Medieval.
There were two reasons
why Medieval felt like the prime candidate. Firstly, the entire space is
predominantly grey and visually the least varied of the four zones in terms of
colours and tone. Secondly, the game development was limited a little because the
Medieval theme harks back to a primitive time, as does Aztec, so there were
often games that could easily be inter-changed between the two. Ultimately, we
were confident that of the four zones, swapping Medieval for something new
would unlock more opportunities for new and unique ideas than we’d lose.
The Eastern Zone plays on
a lot of Asian culture, what made you decide to go east? What elements of
Eastern Culture appealed to you in terms of being able to create games? Did you
find you had new avenues to explore as a result?
As you can imagine, James
Dillon cares a lot about the show and embraced the challenge of creating a new
zone. He first came up with a long list of fascinating concepts, each with mood
boards. There were many great/ridiculous/expensive thoughts as you’d expect
(he’s a mad genius).
Each concept came with
its own issues and considerations. For example, we spoke about an Arctic cave
at one point; I liked the idea of using translucent ice-effect walls, but ultimately,
we felt in terms of colours it would feel too close to Futuristic with the cold
whites.
A Wild West theme was
discussed; it was too problematic with the space we have and we felt we
couldn’t do justice to the scale we needed to build a town to walk through - we
discussed a giant saloon bar, but felt it was too limiting.
Ultimately, we wanted to
create a world that was vibrant and varied; a space that offered bold
differences in colours, textures and design that contrast with the other zones.
When James showed us a mood board of ancient Asian temples, dragon iconography,
lanterns and beautiful architecture it immediately sparked the imagination of
the games team in terms of creating all-new concepts.
We didn’t get to play any
games in Eastern, but we certainly got into the games in the other 3 zones –
there was of course, reuse and the bringing back of popular games like the
Planets, however we saw some exciting new technology used in “Mo-cap” in the
Future Zone, which looked like the love child of Tron & Knightmare! What
caused you get this as a game in the zone?
We love reinventing the
planets in Futuristic for each run. After Rob made the wobbly planets a breakout
moment, we always want to create new ways to traverse tricky planets to collect
a crystal. This series we’ve created the hardest game to date; you know this because
you’ve seen me do it…and you’ve heard the appalling amounts of swearing
involved.
Motion capture and VR is
something we explored when we first brought the series back in 2017. We had a
few meetings with companies around designing a virtual game but the challenge,
as ever, is budget. Boringly, we have a set budget for games that we have to
balance to make sure we deliver a good mix of scale, ambition and variety. The
tech games in Futuristic often require us to hire kit from specialist companies
that can sometimes hoover up a lot of the budget.
Anna and the games gang
found a brilliant company this time around and created a game that felt tonally
spot on for the show. We love the contrast of someone flailing around in a
completely empty all-white room while their team are barking instructions based
on a virtual maze in front of them. It also addressed something we hadn’t done
before, which is to create a game that the player in the room cannot play and
win on their own; success or failure is largely down to the communication
skills of the team outside the room.
Will Gemma ‘the GC’
Collins be the new Rob for this series? Only time will tell…
We had fun making Neil R,
our Team Captain regenerate several times in his new digital form – As a Tron
fan myself I was very jealous of Neil – and I’ve just realised I unfortunately
missed my chance to quote Hugo Myatt of Knightmare whilst playing – do you
think we could potentially see more of this in the Crystal Maze’s future?
I hope so!
Neil was obviously in his
element to have been able to wear one of the silver boiler suits during his
play of MoCap – could we potentially see any team clothing changes in the
future?
I’m going to boldly
suggest not, purely because they’re very practical and we think they look great
for people of all shapes and sizes. These were a bespoke design working with
the brilliant Simon Carter and inspired by Steve McQueen's LeMans racing outfit
from the 60’s. We needed a neutral light grey that works on camera in each
zone, but with a bold flash of colour that adds to the detail of it.
Okay, so onto making the
show itself. First – there must have been a logistical challenge as you
wouldn’t be putting the Medieval Zone back up again and had a new zone to build
from scratch. What kind of obstacles did you face?
The big two: time and
money. Everything we do is a relentless battle to make both stretch as far as
possible.
For example, when we were
first looking to bring back the maze, I was fixated on bringing back the 60ft
long Aztec river. It transpired that back in the good old days they didn’t need
to worry about those trivial things like health and safety. The water was
stagnant, not chlorinated and apparently became rat infested.
Nowadays you have to have
heated water, that’s chlorinated, cleaned and pumped on a constant cycle. The cost
and logistics of building the river made it impossible. Hence the oft-mocked
‘majestic waterfall’, which is affectionally known as ‘Simpson’s Folly’; a
daily reminder from the crew that not all of my ideas are winners.
The insight we got into
the process of making the show during our day in the Maze was incredible! An
army of people must synchronize together to make the recording of a single game
work. It must be a challenge to manage.
A team of 137 people work
on the shows. It really is the best and happiest team I’ve ever worked with;
this is a much-loved entertainment show and if the team aren’t enjoying the
process of making it then we’ve done something is wrong.
At the center of
everything is our production management team. They are the unsung heroes of the
production, doing the boring but vitally important things that keep all the
many departments and freelancers working harmoniously, feeling supported and
valued and assisting with problem solving. They look after all schedules,
booking accommodation, travel, managing dept budgets, negotiating with
suppliers.
That team are always
first in and last out and they keep all of us on track no matter what
ridiculous ideas we’re trying to shoehorn into the shows at the eleventh hour.
Here’s a hot tip to keep
a large group of people really happy: great catering.
Editors Note: We can vouch for the catering, was fed better at the Bottleyard than at home
Moving on to the games
themselves, When I played a game in Aztec, I started throwing the sandbags at
the top of the hoppers for the sand thinking they needed to go in the hoppers,
instead of hitting the bullseye targets – if a change is needed to make it more
obvious that the bullseye target needs to be hit, how quickly can you implement
that change? The Bottleyard’s facilities must enable you to work fast and safe!
One of the reasons we
chose The Bottleyard Studios was the on-site facilities available. Attached to
the studio is a large workshop space we’ve been able to commandeer so our team
can quickly adapt and swap in and out games during the testing and studio
stages.
The schedule is tight, so
we have a ‘dark day’ in the middle of the recording run where we swap out some
games for others in some of the game rooms. Time is always against us so being
able to react quickly is essential; sometimes to adapt and tweak, sometimes to
fix games and props that break.
Sometimes, no matter how
well thought through and built a game is, when people enter the room they react
in unexpected and baffling ways. Rather than see it as a failure of the design
it’s funny to watch people doing the wrong thing when it’s obvious to us all
that it’s wrong…a bit like, er, not throwing sandbags at brightly coloured
bullseye targets!
I got completely drenched
in my Aztec Water game, pulling the Crystal Casket on the chain out from the
maze in the walls and floor – I’m glad I don’t have to do that to pull out my
bath’s plug! When I spoke with one of the team who was resetting the game, I
found out that he had to pass it all the way back through the same way – can
games like this cause issues for resets during filming?
We do have some games
that, due to the way they are constructed, require a complicated reset (for
example, filling and emptying sand timers, is messy and time-consuming).
However, even on a two-show day, there is always plenty of time for the team to
reset a game for the next turn as we’re not back in that zone again for a few
hours. Also, we change the games we play in every show so sometimes a tricky
reset can be left overnight.
In the course of our day,
I think we played pretty much all the games in the 3 classic zones that remain.
Of course, the contestants on each episode only play 10 – when a team is on
site and competing, do they get to see the games they don’t play, or is that a
logistical issue, as I understand you knock out 2 episodes a day.
There’s, unfortunately, no
time in the schedule for the team to see or play other games. It’s a long
record day with very little margin for error for everyone, so we rattle through
each zone on our way to the dome.
We also, of course, saw
your own attempts at playing some of the games, it’s good to see you get your
hands just as dirty as anyone else’s! Aside from the bragging rights, why was
that necessary? Is it to see for yourself if a game is too easy or hard?
I think we can all agree
that the amount of swearing involved in my turn on bungee planets game was less
than ideal (I’ve got stress-based Tourette's). You have no idea the ruthless
mockery that awaited me in the gallery if I’d failed. They’re merciless in there.
Jon’s Note – I can confirm the material in question is non-transmittable!
Editor's Note - Not before the watershed anyway. That's right America, we can swear on free-to-air TV after 9pm.
Jon’s Note – I can confirm the material in question is non-transmittable!
Editor's Note - Not before the watershed anyway. That's right America, we can swear on free-to-air TV after 9pm.
Pretty much everyone
involved in the editorial and lots of the crew have a go at the games. Partly,
because it’s important to road test every game as much as possible so we can
tweak the difficulty and experiment with time we allow the teams. Partly,
because it is an absolute hoot.
I felt we saw a new
generation of games coming through as we played on throughout the day – The
Incinerator really put the time pressure on us, especially with the control
panel flashing away, and the Crystal travelling along the conveyor belt. Do you
think the “peril” of the destruction of the Crystal adds to making a
contestant’s mind malfunction?
Seeing the crystal on a
conveyor headed toward the fire felt like a good way to visually represent the
time left for the player in the room, putting them under more pressure as they
see it getting ever closer to the flames.
We’re always trying to do
different things to surprise and entertain the players and the viewers. We had
the red crystals in series two. We’ve got the introduction of the ‘Mega
Crystal’ this series, which is effectively a Joker Card for the team. Richard
Ayoade has had so much fun with the silliness of it and it’s delivered a bit
more fun for the team having to gamble it on a game for extra time.
For anyone who aspires to
design the games used within the Crystal Maze, what makes a game appealing for
you as the producer, Channel 4 as the broadcaster, The Adventurers to make
their experience, and the viewers as their entertainment?
There are a few things
and some of the games have different strengths so there isn’t one definitive
box-ticking list we work to. If I have to make a list of things that we look
for it would include:
•
It
has to be simple enough for someone to work out what to do within 20sec of
entering a room with just a few words on a sign.
•
In
most cases we like a game where we can imagine the team
helping/screaming/barking/moaning at the player in the room.
•
It
should be visually interesting; we want to create games that are a treat to
watch from weird constructions to beautiful or interesting environments. I love
the dragon game in our new Eastern zone; it’s a simple game, but looks
beautiful. The water room in Aztec always looks great too.
•
We
really like play-along for the audience, so if the game isn’t play-along then
it needs to entertain in different ways: slapstick, drama, comedy.
•
Games
with a twist, surprise or a moment that can change things. We try to avoid
games where if you’re doing terribly after 30sec or a minute there’s no
suspense or jeopardy. Some of the most gripping games have unexpected moments
for the players (like the disappearing bridge in Medieval) or a last chance
where they can suddenly turn it all around (like the gutterball game in
Industrial).
•
It
should be a game that will play out in different ways; some of our favourite
games have been ones where someone makes it look effortlessly easy and the next
person makes it look impossible. Like Rob on spinning planets, the legend.
We’ll move on to our Maze
Master, Richard Ayoade for now - he obviously needs briefing on how the games
work – how far ahead of time does Richard get briefed on the games and how they
work? I thought there may have been potential for him to be present during our
day so he could learn the games.
It’s worth acknowledging
up top that Richard isn’t normal; he’s formidably intelligent and picks everything
up instantly and without need to be reminded. He’s also thoroughly lovely and
hard working. But he refuses to join us for karaoke nights when we’re filming
so I’d argue he’s not perfect.
We have a tight schedule
but we tend to start filming late morning on our first shoot day so we take
Richard around to talk through the games. On the day he also has Chris Lore, our
Series Producer, in his ear to prompt him to give hints/tips/updates if the
team need a helping hand.
Richard doesn’t follow
the team through the passageways of the maze between zones, except for gaining
entry to the Maze and going up the Aztec Wall occasionally – is this more down
to Richard’s Maze Master persona, in that he takes the easier route – or that
his suit may not be best suited for crawling around like former Maze Masters?
It’s all part of his
character, those suits are made of hardy stuff!
The passageways of the
Crystal Maze can lead to many strange and wonderful places – and then sometimes
they cross over into other realms – so could our Mazemaster be rampaging
through any other realms like last year’s “Tipping Maze”?
We’re always trying to
find new ways, even if it’s just little tweaks, to add to the zone entrances
and passageways.
The Tipping Point cameo
was such a jolly and utterly ridiculous thing to do last series. We also make
that show and we were recording a series in the studio next door to the maze at
the same time. It was perfect timing, but it still required permission from
both ITV and C4 to allow us to do it, two production teams collaborating with
respective tight schedules, and of course Ben Shephard who was a terrific
sport. What a love about this show is that you can have a crazy idea one day
and be making it happen the next.
Jon’s Note – The
contestant on the Tipping Point cameo was, in fact, The Crystal Maze’s Script
Editor!
Next year is the 30th
Anniversary of The Crystal Maze, we are obviously hoping for a 4th
season of filming for the show – do you think we could expect something special
to acknowledge the shows anniversary?
It’s too early to say,
but as you know I’m always banging the drum! What an incredible legacy this
show has left behind for our generation of fans - and now a whole new audience
of young people entertained by the maze-based madness, not just with the shows
but with the Live Experiences in London and Manchester too.
As was in the 90’s, a new
generation of children are growing up with the show and wanting to enter the
fantasy world of the Crystal Maze and its time zones. Do you think a kids
special will ever be likely in the future?
I’d love to see that (and
I think I’ve mentioned that to C4 every year since I started pitching the show
to return in 2011). Maybe one day someone will let us do it? I often think
celebrities have around the same levels of mental and physical aptitude as
10-12 year olds.
We’re all very excited
that this year Nickelodeon in the US have commissioned a series of 10 shows
with American families (kids and adults) so we’re going to see how some younger
people cope in the mighty maze. It’s also the first time The Crystal Maze has
been made outside of the UK so it’s going to be interesting to see what an
entirely new audience make of it…and, without giving too much away, I don’t
think they’re going to be the only ones!
Neale, thank you for your
time, we got a lot of questions answered here – I hope the visitors to our blog
will feel a little more enlightened about how the show works in its current Era
– and hopefully, see you again in the future!
I hope I gave some
helpful, interesting and informative answers. If anyone has stayed awake long
enough to get through all this they arguably deserve a crystal.
So whilst the celebs got
the maze to themselves this year, here’s hoping 2020 will re-open the gates to
the civilians – However, if you can’t wait and want to take on the challenge
yourself, why not get the board game from Rascals or get a group together to
visit the London or Manchester Live Experience Mazes!
Would you like more
content like this? Let us know in the comments below!
So another country has peaked their interests. Hopefully it is Australia.
ReplyDeleteI tested the mocap game that Gemma Collins played tonight, as mentioned in this article. I can't wait to write about my experience with it and also post pictures from the testing. I was wearing a morph suit.
ReplyDeleteWe weren't told explicitly when we were there but we saw the Tipping Point contestant after we had done shooting so we assumed he was on the crew in some form, so great to actually know who he was :-p
ReplyDeleteThis is greaat
ReplyDelete