TV Format Portfolio

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Portfolio of Work

A collection of TV format treatments, 2008 - 2011


Fil Adamski & Dan Thomas

2011

Animates
Because some friendships are sketchier than others
Fil Adamski & Dan Thomas 2011

TITLE OF TV SHOW: Animates TARGET AUDIENCE DEMOGRAPHIC: A CBBC outfit, 'Animates' is targeted at kids between 6+12; weighted predominantly towards late primary school boys. FORMAT: 6 x 30 minute episodes, mixing a conventional multi-camera show with superimposed animation techniques. CONCEPT: Outsider Tommy Pepper uncovers a portal in his new school to a cartoon dimension where the school, its teachers, pupils and bullies are replicated as cartoon characters. Whilst there, he befriends several cartoons and witnesses surreal situations in the cartoon world, which are often replicated in the real school world. In this way, Tommy learns to deal with life's problems and picks up acceptance along the way. OUTLINE: 10 year-old Tommy Pepper has been forced to move to a new town with his dad, halfway through the term in the last year of Primary school. He hates the new area and misses his old friends; to make matters worse, his new school (Bow Tie High) seems cold and unwelcoming, especially since hes had to join half-way through the school year. He's shy and doesn't make friends easily, so this is his worst nightmare. On the first day of school, class bully Billy The Stink Brogan and his cronies make Tommys life hell, stuffing his belongings into a locker and hiding the key. When he finally retrieves the key and opens the locker, he discovers something amazing: a swirling portal to another dimension life in a cartoon world. Tommy gets sucked into the vortex and spat out into the cartoon dimension. Everything about the cartoon school is similar, but not identical. Over time, he discovers the connections between the characters in the cartoon world, and those in the real one (for instance Billy The Stink Brogan is represented in the cartoon world as a snarling, floating Whoopee Cushion). Each episode revolves around Tommy exploring this surreal cartoon dimension, gaining acceptance from his cartoon class mates, and witnessing situations which are reflected back in the real world. He sparks up a genuine friendship with a group of cartoons, who he eventually learns to befriend back in the real school. Over time, Tommys Animates also find a way across into the real word, unleashing even more havoc on the way; here it's Tommy turn to teach his new friends some life lessons.

Animates
Some friendships are sketchier than others

Dan Thomas: 07837249761

Fil Adamski: 07584287842

thomas-adamski@live.co.uk

Copyright 2011 Fil Adamski & Dan Thomas

Family Gamble
How much would you bet on your family?
Fil Adamski & Dan Thomas 2011

TITLE OF GAMESHOW: Family Gamble OVERVIEW: Two families compete against each other in a battle for high-stakes and family pride. CONCEPT: A primetime entertainment show, mixing the broad appeal of the traditional family gameshow with the jeopardy and intrigue of a modern high-stakes quizshow. Two hosts, two families, and a fixed budget to gamble: each round randomly selects a family member each to compete head-to-head in a Mental, Physical or Outrageous challenge. Remaining family members must bet a percentage of their budget in the belief that their selected relation will win the round. A win secures their budget and earns a little extra: a loss loses the exact amount they have bet. The winning family is the team who have the highest remaining budget by the end of the main rounds. In this show, it is familys trust and belief in each other throughout which ultimately makes the difference between winning - and losing - the game. OUTLINE: 1. There are two families in each game, with five family members a piece. 2. Each family starts the game with a fixed trust budget, e.g. 50,000. 3. There are two popular showbiz hosts; each supports one family. 4. In each round, one member from each family is randomly picked by the game for a challenge face-off e.g., this could be dad verses dad, brother verses mum, or even sister verses gran. 5. Challenges are randomly selected, and are a mixture of: Mental (e.g. quick-fire questions on a topic; a logical puzzle) Physical (e.g. ten correct trampoline squats; correctly following a dance routine) and Outrageous (e.g. freestyle rap battle; one minute stand-up routine) 6. Once the two family members have been selected at random, and the rounds challenge revealed, the remaining family members must choose and agree on how much of their trust budget they are willing to gamble on their family member winning the round. 7. How much they gamble is a concealed bet and is not revealed to the other family, but is revealed to the audience and to the family members playing. Each opposing family must therefore play a guessing-game as to how much trust the other family has throughout. 8. The game is played. The family of the winning player wins their gamble back and earns an extra set amount of money in the process (e.g. 2,000). The family of the losing player loses the sum they have gambled. 9. After the five main rounds, the family who has earned and secured the highest trust budget is revealed, and goes through to the final round. Remember: this might not necessarily be the family who has won the most challenges; rather, the family who has known when to trust a family member in a challenge - and so gamble big - and when not to trust and lose little. 10. In the final round, the winning family aims to win as much of their budget as possible. However, their budget is converted into seconds of time; the quicker the family successfully complete the final round, the more money they will end up with: All family members take part The secured budget is converted into seconds of round time Each second is worth a fixed amount (e.g. 1000) The final round is always a Name Ten Things rapid-fire quiz; E.g. Name Ten artists currently in the top forty chart The round moves sequentially from one family member to the next Only two passes are allowed the first incurs a fee; the second loses the game Once ten things have been successfully named, the time is stopped and this is converted back into the familys winning prize fund. If the family fails to win the final round, they receive no money but instead are given a Family Gamble trophy for taking part.

In summary, the game is built on the following three key concepts: RIVALRY: An age-old tradition, from the Generation Game to Family Fortunes, we all want to keep up with the Joneses. Rivalrys always at its best when its entertaining, exciting and potentially profitable. COMEDY + ENTERTAINMENT: Rounds take on a number of different formats (Mental, Physical, Outrageous), each adding a different dynamic to the game. The random selection of family members enhances the entertainment factor imagine Dad verses Dad competing in an egg and spoon race; Little Sister verses Aunt Mary in a staring competition; Mum verses Uncle in a rap battle; Brother verses Grandmother in a game of balance. JEOPARDY: Families are playing for money and pride. Each show is based on the concept of skill: completing the given challenge, and trust: believing in your family member. How much would you back Gran in a game of balance, knowing she was up against a healthy teenager, for example? Would you bet small and risk offending gran, or bet big out of family pride, but risk a large sum? Simple formats, but unique combinations and the gamble factor create the strong hooks throughout. The final round offers final added jeopardy: the prize money is converted to seconds and each family member must take part. Naming Ten Things e.g. Name Ten different makes of car might be easy for mum, dad and older brother, but would it be as easy for little sister or gran? Should they pass and incur a fee or think hard for the answer whilst losing precious seconds of money? And what if it lands on gran, with no passes left? However, Family Gamble is ultimately about the audience feel-good factor and satisfaction achieved by the family coming together in the final round and working as a team to secure the prize. By the end, the family have either won a modest amount of money and or a Family Gamble trophy. Of course, whether they manage to leave with their family ties still intact is another matter entirely.

Family Gamble
How much would you bet on your family?

Dan Thomas: 07837249761

Fil Adamski: 07584287842

thomas-adamski@live.co.uk

Copyright 2011 Fil Adamski & Dan Thomas

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Chain of command
When cutting the chain, their loss is your gain
Dan Thomas and Fil Adamski 2010

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AUTHOR NAMES: Dan Thomas & Fil Adamski TITLE OF QUIZ SHOW: Chain of command CONCEPT: The aim of game is simple: make your way up, and remain, at the top of the chain. 1. There are six players at the beginning of the game, with a total of five rounds. 2. Questions in each round take on a standard general knowledge format; each round lasts five minutes. 3. Players are placed into a ranked order, which forms the chain. Each round of questioning begins with the person at the bottom of the chain; the order if this chain is randomly decided before the game starts. 4. Each correct answer when answered by a player at the top of the chain adds a set amount to the prize fund. 5. When a player answers a question correctly, they switch places with the person directly above them in the chain; the same process applies when they incorrectly answer a question, except that here they switch places with the person below them in the chain. Think of the players as magicians cups, their places being cunningly switched. 6. If they are already at the top of the chain, then they begin a winning streak. In this case, they must keep attempting to get the questions right until the timer runs out. This boosts their potential for big earnings. When the person at the top of the chain gets a question wrong, they move directly to the bottom of the chain and will have to work their way back up again. 7. If they answer a question correctly (but are not at the top of the chain) it is now the person ahead of them in the chain's turn to answer a question. However, if this person were to get their question wrong, then the person below them would move up the chain again. 8. When a players incorrect answer causes them to move to the bottom of the chain they are automatically put on a losing streak' here they must keep answering questions until they get one right. Once this happens, the next person in the chain is now questioned again. 9. The player at the bottom of the chain at the end of each round is eliminated from the game. The quizmaster says 'Cut the chain!' The player at the top of the chain at the end of the round receives a percentage of that rounds winnings an incentive to stay firmly at the top of the chain until the end of the round.
10. In the final round, the top two players who have not been cut from the chain continue

they now begin the Scales of Justice final round. Here, the two players are positioned on a set of counterbalance scales. In this round, players aim to raise three notches above their opponent once they have done this, they can push the button to cut the chain themselves and win the game. However, like previous rounds, they cannot rely solely on their own knowledge to do this, but on the failure of their opponent also.
11. For example, player A and B begin on an even balance. A begins, as he/she performed best

in the previous four rounds. A gets the question right, so moves up a notch; it is now Bs question. B gets the question wrong, so B moves down and A moves up again by default A is now only one notch away from winning. However, if A now gets his question wrong, B moves up and A moves back down B now has a fighting chance again. This continues until one manages to get themselves a full three-notches above their opponent to cut the chain.

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TREATMENT: In Chain of Command, players do not win purely by providing correct answers alone. Rather, each player progresses through their victories and others losses. This is an important change in dynamic players can no-longer rely solely on their own intelligence, but equally on the misfortune of others. Rather than make a linear progression from F to A, in this game players positions are dictated by the player directly in front and behind them. Again, think of the players as cups in a magicians trick they do not move in a straight line back and forth, but rather are switched into their new positions each time. Main game: 1) Starting positions: F|E|D|C|B|A 2) 'F' begins; gets their question right: E|F|D|C|B|A 3) As they got their question right, it is now 'D's turn to answer a question: E|F|D|C|B|A 4) 'D' got their question wrong, so they go down the chain by a place. 'F' has moved up the chain by not even answering a question! E|D|F|C|B|A D is one step closer to being cut from the chain at the end of the round. Questioning now begins with C, and so on.

Winning & losing streaks: Lets progress the game further we are now nearing the end of the round. The line of questioning has progressed to the top of the chain (in this scenario player B). If player B gets their question right, they are now on a winning streak, and remain here until they either get a question wrong, or the timer runs out. Here, they can earn big money for the jackpot. e.g. 1) B gets their question right and begins a winning streak: E | D | F | C | A | B B B... 2) Timer is still going. B Gets a question wrong and moves to the bottom of the chain: B|E|D|F|C|A In this case, everyone has now moved up. B must now face a losing streak, continually asked questions until they get one right: ...B B B | E | D | F | C | A

Once they have got their question right, the next question now begins with the second-bottom of the chain again, in this case player E.

End of the round: The timer is now up. B, who worked their way to the top of the chain, and won a fair bit of money for the jackpot has suddenly found himself at the bottom of the chain as the timer has gone. He is now cut from the chain the next rounds will continue without him: B// E|D|F|C|A

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Scales of Justice End of the game: The fourth round is now over. Lets say for example that D, C and F were in round four; C was at the bottom of the chain when the timer ended. This leaves D and F to face the Scales of Justice. D performed better in the previous four rounds (i.e. was nearer the top of the chain more than F; earned more money in a winning streak, etc), so D is asked his question first. Both players begin equally balanced on the scales: 1) F D

2) D is asked their question first; he gets his question right, so moves up a notch. F moves down:
+1 -1

D F

3) F is now asked their question first; in this case he gets his wrong. D moves up again; F moves down again:
+2

D
-2

4) D is now only one notch away from being able to cut the chain and win the game; however the pressure gets to D and he answers his question wrongly. Frustratingly for D, he now moves down one, and F moves up he has given F a fighting chance:
-1 +1

D F

5) F now proceeds to get their question right. They are now back on an even balance with D: F D

5) This continues until one player manages to create a three-notch lead over their opponent. Once this happens, they cut the chain themselves and remove the other player, claiming the prize winnings all to themselves. The game is now over:
+3

-3

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The game relies on three clear premises - knowledge, luck and nerve: Knowledge: Players must have a sound general knowledge to progress through the game. Luck: Players must have good luck and fortune, relying on others to make mistakes in order for them to continue. Nerve: Players must be able to hold their nerve under pressure, not allowing the countdown of the timer, pressure of winning streaks or worry of losing streaks to impact on their quest to stay at the top of the chain and eventually win the prize. The hook of the quizshow lies in watching each contestants own strength and vulnerability of others at the same time; an individual game in a team format. The audience will have to ask themselves who they want to win: the person that consistently answers all their questions correctly, the person that gets lucky by others misfortune, or the person who can hold their nerve under pressure. Who would you back?

Chain of Command
When cutting the chain, their loss is your gain

Other ideas by Thomas & Adamski: Downfall Every loser wins: A ruthless team game, where the player with the most incorrect answers at the end of the quiz is offered either the ultimate sacrifice - share with the whole team; or the ultimate treachery - take the money all for yourself. A quizshow for the credit-crunch generation. Ti:me is Mony: A nostalgic tour-de-force for all generations, where three teams of four battle their knowledge of the eras (80s, 90s, 00s) in order to win the prize fund in the final round. Here, time literally is money, as each correct answer nets the respective team both one thousand pounds, and one second of time towards the final round. A quizshow celebrating nostalgic values, generational divides, and what it means to be part of an era.

CONTACT DETAILS Dan Thomas & Fil Adamski 27 Chapel Street Oadby LE2 5AD Tel: +447837249761 (Thomas) +447921172143 (Adamski)

Dan Thomas and Fil Adamski 2010 All Rights Reserved

The Hunted
Fil Adamski & Dan Thomas 2010

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AUTHOR NAMES: Fil Adamski & Dan Thomas TITLE OF GAMESHOW: The Hunted CONCEPT: A game of city espionage think of The Crystal Maze meets Jack Bauers 24. Two contestants (who do not know each other previously) must work together to complete seven key challenges across London each challenge successfully completed earns money towards the final prize fund. However, one contestant is on the ground with an earpiece (The Hunted), the other (The Mole) is in a control room with a microphone, watching The Hunteds progress. Can they work together through each challenge to take a share of the prize fund at the end? Will they learn to trust each others instincts? Or will fear of betrayal tear The Hunter and The Mole apart? 1. There are two contestants at the beginning of the game, with a total of seven main challenges. 2. There is no host or voice-over for this show like the two contestants taking part, the audience is put straight into the action, having to work out the game as it unfolds along with the contestants. 3. Each challenge earns a fixed amount of prize money for the two contestants. 4. The prize money is incremental and increases with every successfully completed challenge each increased amount is dependent on the success of the previous task. 5. If the contestants fail a challenge, dye explodes and destroys the money on the spot. They must then start the next challenge at the same level of prize-money. 6. The game is set between a mixture of interior and exterior challenges, and is completed at night (in darkness) for effect. 7. The Mole has access to CCTV, GPS, a microphone headset, and notes to guide. 8. The Hunted has only an earpiece, microphone headset and The Mole to help. Before the game begins, he is strapped up to a heart monitor. His heart rate is then shown at key intervals of each task; in some tasks he must keep this down to succeed the challenge. 9. There are two possible endings to the game: 1) The Hunted and The Mole walk away with a split share of the prize money, 2) The Hunted and The Mole lose all the money to The Enemy 10. The first and final challenges are the same for each episode, others in between can be altered.

CHALLENGES: 1. Disorientation This begins each game. The Hunted is in a dark room with a spotlight shining on him. The Mole makes contact and introduces himself. The lights in the room switch on. The room has numbers all over the walls, desk, and floor. An automated voice reads out different numbers in a monotonous voice. The Mole has to give The Hunted a 16-digit pin code, which he must enter into a keypad to exit. The Hunted must first locate the keypad, which is hidden amongst the scrawled numbers in the room. Once he has done this, he must correctly enter the pincode for the rooms door to open. They have three attempts; failure results in the money being destroyed, before the door is automatically opened. 2. BPM (Beats per minute) The Hunted enters a pitch black room. The Mole has access to night-vision cameras and can see there are a series of tunnels ahead. The Mole must lead the runner through the tunnels to the other side of the room, as the tunnel begins to fill with water. However, if The Hunteds heartbeat goes over a certain limit, they lose the money for that challenge. Its up to The Mole to keep the runner calm in order to successfully make it to the other side.

Copyright 2010 Fil Adamski & Dan Thomas

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3. Blind Faith The Hunted enters a room which is completely empty, aside from a ringing phone located on the left hand wall, and a timer counting down on the wall at the far end. The room is filled with light-beams which only The Mole can see. Its up to The Mole to guide The Hunted over and around the light-beams to the other side in the allocated time. If The Hunted crosses a beam three times, or the timer runs out, they lose the money for that challenge. There are two paths through the room; the path to the ringing phone is tougher, but could lead to a greater financial reward upon an answer. 4. Surveillance A photo-fit of a target given to The Mole. This target is set to make a dead-drop in a crowded place in London (e.g. Trafalgar Square). The Hunted must first make his way to the correct location, guided by The Moles GPS instructions. Once hes there, its then up to The Mole to locate the target through CCTV and by communicating with The Hunted, then wait for the target to make the drop and intercept before the item is collected by an associate. 5. The Room The Hunted enters an empty, dilapidated house and must effectively evade capture. Guided by The Mole, The Hunted must first work out the best room to hide in, before finding the best place within that room to hide. There is a strict time limit on this task when the time is up a team known only as The Enemy enters the house. If they find him, the task and money is lost; they must also face a sub-task Interrogation (see appendix). 6. Sprint The Hunted must travel across London on foot, sprinting to the Safe House where the prize money is stored, using The Moles GPS system. A strict time limit is given for this, and the prize money is halved if the contestants fail to get to the safe house in time. Numerous obstacles, e.g. cordoned off zones (not on the GPS), hot spots to avoid and The Enemy chasing behind make this a fiendish task. *White noise At a given point during Sprint (or a similar task), the connection between The Mole and The Hunted is suddenly cut, replaced by white noise and static for both the Mole and The Hunted; neither knows this is going to happen. The Enemy then contacts The Hunted through his earpiece and says: What I'm about to tell you cannot be mentioned to The Mole; if you do, you will lose everything. Ask yourself: how helpful has The Mole really been to your cause? You'll be given the ultimate choice very soon. Choose very carefully. The connection is then resumed between the two. The aim of this statement is to put the trustworthiness of The Mole into question in the mind of the Hunted - this will work especially well if previous tasks have not gone to plan. The Hunted finally reaches the Safe house. There is no key: to get in, The Hunted must realise he has been given a swipe card, which has been on his person the whole time (e.g. taped to him, in his back pocket, etc). Only once he has done this and entered the safe house does the previous Sprint challenge end. 7. A-greed The Final Challenge. Once inside the Safe House, The Hunted is confronted with two doors in front of him. Each door has an ambiguous name on the door, e.g. Fate and Truth. The Mole is told which door genuinely leads to the prize money; however, the audience are not shown which one. The Mole is not Copyright 2010 Fil Adamski & Dan Thomas

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allowed to say how he knows this to The Hunted. The Hunted and The Mole must discuss and agree on one door that The Hunted should go through; they are given two minutes to discuss and decide. If the team have worked well, and trust each other, they will agree on the correct door; if The Mole has performed badly, The Hunter may not trust him when he says he knows where the money is, and choose the other door. Will White Noise succeed? When the times up, The Hunted and the Mole must agreed which door The Hunted will go through, followed by the phrase Agreed. The Hunted must then go through their chosen door immediately. Each room contains a closed briefcase under a spotlight. 1) If they correctly choose the prize split door, The Hunter will open the briefcase to reveal the prize money. 2) If they choose the wrong door, The Hunter will open the briefcase and find it completely empty. At this point the lights go on; the room is revealed to be the first room in which The Hunter began, completely covered in random numbers. The door locks, and the same monotonous voice begins to read out random digits. The games over: The Hunter and The Mole have both lost.

ADDITIONAL CHALLENGES: Interrogation The Hunted is lead to another room in the house and sat on a hard, steel chair. He is then questioned for three minutes about himself and his life (e.g. name, age, if hes married, has kids, etc). To complete the challenge, The Mole must feed The Hunted a series of lies for each question, which The Hunted must pass off as the truth. The Hunteds heart monitor is displayed on screen: if this rises too high, they automatically fail the task. Stealth The Hunted must enter a designated (real) pub. The Mole must instruct The Hunted to purchase a drink, and then successfully locate a designated pair (actors) who are chatting somewhere in the pub. The Mole has info in front him which will help with this. Once he has successfully located the pair, The Hunted must subtly listen to the conversation and gain the secret codeword which will be mentioned several times by the duo. He must then say this codeword to the barman - if correct the barman will lead The Hunted out the back and onto the next challenge. However there is a time limit: once this time limit is reached, a man (also an actor) will come in and attempt to start a bar fight once this happens, they have failed the task. Clocked The Hunted enters an empty, minimalist room. The only object inside is an LCD timer which counts down (beginning at five minutes). The clock is securely fixed into the wall. The sound of a racing heartbeat is played through a speaker in the wall. It is up to The Mole and The Hunted to first work out what they must do (stop the clock before it runs out), then to find a way in which to do so. The Hunted must search the room, with the aid of The Mole, to find a hidden switch which will stop the clock. As with other tasks, The Hunteds heartbeat must not raise too high for this task something he will find increasingly difficult when the racing heartbeat continues to play over the speaker.

Copyright 2010 Fil Adamski & Dan Thomas

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The Search The Hunted is given clues by The Mole as to where a microchip is hidden in a mocked-up living room. Their aim is to rip apart the room and try and find the microchip before the alarm is set off and the response team (The Enemy) come to find them. Tracker The Mole has to keep a member of the public talking on the phone long enough for The Hunted to place a tracking device on their car. The Mole has to give subtle hints to The Hunted that the person is getting closer to their vehicle. If the person gets there before the tracker is placed, they fail. Breakout The Hunted exits a door which opens out onto a field. In the distance there is another building with a light over the door. The Mole is given the challenge: it just says RUN! After The Mole has said this, the communication between the two cuts out, alarms start ringing, and floodlights focus in on The Hunter. A loudspeaker says, The response team is behind you. Give yourself up now, or face the consequences. The Hunter starts running. Once the Hunter has reached a certain distance from the door, the response team exit the door and start chasing him. He has to reach the opposite door and solve the simple puzzle on it to avoid capture. Dead weight In the middle of the room is a cash dispenser. This dispenser drops one pound coins onto a flat surface. The Mole and The hunted are told the surface can only withstand a certain weight before it cracks and everything on it is lost. They must try and guess correctly how much of the prize money for that round the surface can withstand. This amount then drops onto to the surface. If they have been greedy and chosen a large amount, the surface will crack and the money will be lost. Meeting The Hunted must locate and then introduce himself to a man (actor) waiting in a given location in London. The Mole must then feed The Hunted lines and responses to the mans questions. If he successfully answers all of the mans questions without him getting suspicious, they win the task. If their cover is blown, or The Hunteds heartbeat rises too high, they fail the task instantly. Roulette The Hunted is lead to a secure location via The Moles GPS. He then enters a room: inside are six (mock) guns, all identical, each hanging in a separate glass cabinets around the room. A strict time limit is set for this task. At the far end of the room, a sealed glass cabinet with a briefcase inside is clearly visible. Under each gun, is a plaque, with a simple codename relating either to the Moles or the Hunteds life, e.g. if The Mole has a son called Mark, it will say, Codename: Mark. The Mole and The Hunted must discuss which gun they think has the ammunition in and why, based on the Codename. This could be made more fiendish by a subtle clue on the floor, saying something like: The one youll never betray. Once they have decided and agreed, The Hunted must take the chosen gun out of the cabinet, stand at the back of the room and fire it at the cabinet with the briefcase in. If they have chosen the correct gun, the cabinet will shatter, allowing The Hunted to take the briefcase and win the task.

The Hunted
Copyright 2010 Fil Adamski & Dan Thomas

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Ti:me is Mony
A new generational quizshow for the Noughties
Dan Thomas and Fil Adamski 2009

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AUTHOR NAMES: Dan Thomas & Fil Adamski TITLE OF SHOW: Ti:me is Mony FORMAT OF SHOW: Quiz Show CONCEPT: Ti:me is Mony A nostalgic tour-de-force for all generations, where three teams of four battle their knowledge of the eras (80s, 90s, 00s) in order to win the prize fund in the final round. Here, time literally is money, as each correct answer nets the respective team both one thousand pounds, and one second of time towards the final round. However, the final round adds a cunning twist: the winning teams accumulated prize fund is converted into seconds; these seconds then continue to count down until the team has correctly answered the ten rapid-fire questions of the final round. The number of seconds left is then converted back into 1000s, and shared by the winning team. The games appeal lies in its nostalgic values, generational divide, and fiendish final round. RULES: 1. 2. 3. 4. 5. 6. 7. There are 12 players in total, split into three teams of four Each team represents an era (e.g. 80s, 90s, 00s) There are three main rounds, and a final quick-fire round at the end Questions for each team are based on their key knowledge for their particular era The aim of the game is for each team to correctly answer their questions (based in their era of specialism), in order to build up time for the final round (1 second per question) The team with the most amount of correct answers goes through to the final quick-fire round at the end of the game Each correct answer earns one second of time and one thousand pounds. For example, 80s team make it into the final round. They have answered 13 questions correctly in total, so have 13 seconds for the final round, and a maximum potential of 13,000 in the prize fund The final round is a quick-fire set of ten questions. The team in the final round must choose one team member to answer these ten questions. That person will have the total time they accumulated throughout the three rounds to correctly answer the questions. Here, as time ticks away, so does the teams prize fund. The questions take on a name ten things format, where the chosen player must name 10 items associated within their era. For example, Name ten top-ten 80s hits If the contestant fails to do this in the time allotted, the team takes home no prize fund (only the glory of winning the game). If they do succeed in this, the remaining time left is converted back into thousands of pounds, and the team take home a share of the winnings The emphasis of the game is primarily on the nostalgic element, with the prize fund and final round acting as an additional adrenaline hook for the audience.

8.

9.

10.

11.

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TREATMENT: We all think we know our own eras inside out name a film, song or news event and were bound to know it arent we? With every generation comes the same feeling of superiority: better music, fashion and family values. Ti:me is Mony builds on this premise, asking three teams of four (friends or family members) to compete against each other, proving by way of their knowledge that their generation was indeed, the best. Ti:me is Mony is about more than the final prize: its about proving a point. Teams are placed and divided around a semi-circular clockface, with the host stood in the middle (see fig. 1). The first round begins. Here, the 80s team begin the round by answering five questions, each based on their era; any member of the team may buzz in to answer the question here. Ideally, questions will take on a variety of mediums, from playing short TV clips from the archives, to playing the intro to an 80s song or clip from a famous political speech, as well as standard question and answer formats. This will allow the show to be much more of a nostalgic trip down memory lane for both contestants and the audience, rather than a straightforward (and much dryer) question and answer quizshow. The first round continues for the 90s and 00s team, in much the same manner. Round two follows this same format; however, in round three, contestants from each team must complete an era-based challenge in an allotted amount of time, in order to secure their seconds, and corresponding final-round time. For example, 80s team may have to select one person to complete one side a Rubiks cube within two minutes; 90s team might have learn and recite the lyrics to a classic 90s song or film; 00s might have to gain a certain score when playing a song from their decade on Rockband. These rounds would vary each week to maintain an element of surprise for contestants and audience members alike. Following on from this, the team who has gained the most amount of time over the three rounds automatically go through to the final round. Should there be a tie, contestants must compete in an elimination round, in which teams who do not get their question right are automatically put out of the game. The final round is all about pressure and adrenaline. Firstly, the winning teams seconds are converted into corresponding thousands of pounds; so 14 seconds would equal a maximum prizefund of 14,000, for example. This amount is now displayed clearly on the bottom-right of the screen (see fig. 2). The team must now choose one person to compete in the final round. Once the person has been chosen, the final round begins. The lights are dimmed, and a faint heartbeat sounds in the background. The contestant must now name ten things related to their era (for example, Name ten 90s films) as quickly as they can, in their given time. Here, the thousands act as seconds, visually counting down as the contestant desperately tries to answer the question as quickly as possible. Other contestants are not allowed to help. The game ends when either the contestant runs out of time (and also, therefore, money) before they can name ten things, or (ideally), they manage to correctly answer in a certain amount of time, taking home the remaining thousands to share with their team. Whilst the money is a clear bonus, contestants are still made to feel they are winners even if they go home with no prize money: they proved that they knew their era the most, and that therefore, theyve proved their era to be the best.

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NOTES AND ADDITIONAL INFORMATION i) It is intended that the host be a fun and engaging part of the quizshow, adding both to the sense of fun and drama of the show - a Danny Wallace or Richard Hammond-type character. ii) 80s, 90s and 00s teams are a guideline only (based on targeting a prime audience); these can of course be changed to 60s 70s and 80s or similar, either permanently, or for one-off specials. As such, the quizshow can clearly appeal to a broad audience spectrum. Indeed, it may be particularly interesting to see a 30s, 40s and 50s special! However, contestants do not have to be born in the decade they are representing; they must simply believe that their chosen decade is the best for whatever personal reason. iii) The show is intended to be a prime-time Saturday show; a hark-back to family-friendly entertainment, where family and friends can share in rivalry, identity and gratification. iv) Ideally, the show should last around 30 minutes though it could easily be extended to a full hour, with extra rounds and increased banter and interaction from the host. v) Other ideas for the third-round challenge include: text / email a certain passage in an allotted time (00s), act out a scene from a classic film (any decade) or complete a full round of a classic computer game without dying (e.g. Super Mario; Pac Man, etc). Rather than contestants only earning one second of time here, this challenge could incur a five or even 10 second reward. This would allow for a fairer final round, but could decrease the pressure slightly. vi) The era construct can be extended: for instance, each team could have a buzzer sound synonymous with their era (i.e. 00s have a mobile phone ringtone or Inbox email noise; 90s could have answering machine beep or voice, etc). Similarly, losing contestants could go home with a lowvalue prize from their era; as could the final winning team at the end of the show. Fonts for contestants names could also be adapted accordingly, e.g. digital typeface for the 80s team.
Fig. 1 Fig. 2 1 2 !

CONTACT DETAILS: Dan Thomas & Fil Adamski Independent writers of 'Format TV' 27 Chapel Street Oadby LE2 5AD Tel: +447837249761 (Thomas) +447921172143 (Adamski) Dan Thomas and Fil Adamski 2009 All Rights Reserved

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Downfall
A ruthless quizshow for the credit-crunch generation
Dan Thomas and Fil Adamski 2009

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AUTHOR NAMES: Dan Thomas & Fil Adamski TITLE OF SHOW: Downfall FORMAT OF SHOW: Quiz Show CONCEPT: Downfall Every loser wins. A subversive quiz show for the credit-crunch generation. Players begin with the jackpot prize, which steadily decreases with every wrong answer or bad decision made. A ruthless team game, where the player with the most incorrect answers at the end of the quiz is offered either the ultimate sacrifice - share with the whole team, or the ultimate treachery - take the money all for yourself. RULES: 1. There are ten players, and one host. 2. The aim of the game is to get enough questions right in order to reach the final round, but enough wrong to be eligible for the final prize a fine balance between manipulation and cunning. 3. Players start with the jackpoti in the prize fund. 4. There are 4 rounds of 15 questions each; and a final round of quick-fire questioning. 5. Players can never add to the prize fund, only sustain or lose from it. 6. Each incorrect answer loses a fixed amount of prize money (e.g. 5,000ii). A correct answer sustains the prize fund total. 7. Questions are based on various subject areas, eg science, current affairs, music, history, etc. 8. Players nominate each other to answer the questions, based on who they believe may have the required knowledge in that area. This can be a mixture of random guesswork, stereotype (e.g a player may look intelligent) and as the game progresses, deduction, based on how certain players have performed over the previous rounds. 9. At the end of each round, players can choose to freeze out any other player. Those frozen out do not participate in the next round. Each separate freeze incurs a fixed penalty fee of 5,000 from the prize fund. Contestants can choose not to freeze in order to save money, but then risk those players losing them more money by incorrectly answering questions (either through genuine error, or due to tactics) in the following round. Players must repeat this process at the end of every round, bar the finaliii. 10. The final round is a general-knowledge, quick-fire round against the clock. Only those who are not frozen at this point in the game can compete and be eligible for the ultimate dilemma at the end of the game. 11. Only the player with the most incorrect answers (accumulatively over all five rounds), who is still unfrozen in the game at the end of the final round, is eligible for the final ultimate dilemma. If the player chooses the sacrifice (Downfall), the remaining prize money is split evenly between all ten contestants (even those frozen out). If, however, the player chooses treachery, he/she has the chance to steal the entire prize fund for themselves, by answering one final question correctly. An incorrect answer results in everyone losing the prize fund.

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TREATMENT: In todays credit-crunch society, everyones out for themselves. Players who participate in Downfall must ask themselves one question: how would it feel to watch your fortune disappear before your very eyes? 10 players enter the studio. This is a dimly-lit, functional environment. Contestants stand around the fixed ringed table with the presenter stood in the middle, on a rotatable pulpit. Theyre all there for the same reason: to win a life-changing amount of money - but how far will they test their own morality in order to get it? The first round begins. The host, who has a presiding force in the gameiv, and acts as devils advocate throughout, chooses the first player to begin the game. Tension builds as the host makes his/her choice. They suddenly swing round on their pulpit, point at the chosen contestant and begin the game with the line, [Name] YOU are my player. This first contestant is faced with a random subject area, e.g. current afairs. A correct answer begins the game on a high, with the prize fund sustained immediately; an incorrect answer loses the whole team a cool 5,000 which can never be won back. Each subsequent question incorrectly answered continues to lose this amount of money (again, see footnotes for further details). This begins the games intense rivalry and psychological pressure. The prize total is displayed in the corner of the TV screen, highlighting the running total throughout the 5 rounds. As soon as the first contestant has tackled the question, he/she is given the next subject area by the host. The contestant must now choose which other player they wish to answer the question (the contestant cannot choose to answer the question themselves, even if they know it). In this initial round, this is perhaps based more on chance and random guessing than informed choice; however, in later rounds, players will make their decisions based on how other players have performed under the differing areas (players never reveal their strengths and weaknesses.) E.g. HOST: The subject is SCIENCE. [NAME], choose your player. Subsequent rounds follow this basic template. At the end of every round, each player is given the chance to remove another player from the next round of the game. They do this by freezing each other out. The players are not allowed to discuss their choices with each other, however. Instead, the host attempts to manipulate their decisions through pertinent and rhetorical questioning. For example, [Host] John you lost the team 20,000 in that round. I wonder whether it was because you didnt know the answers, or that you got them wrong DELIBERATELY, so you could have a chance at the final dilemma? [Host turns to another contestant before John has a chance to answer] Sam, what do you think? Is he sabotaging your chances of a windfall? Etc. Meanwhile, contestants are also made aware that for each person frozen, the team will incur a fixed penalty fee of 10,000v. This makes contestants think twice before freezing people out of the round, without a good reason. A player can choose not to freeze (and so save money from the prize fund), but by doing so, risk including a player in the next round who might knowingly (or accidently) be sabotaging the game. As such, the following rounds could have as little as one or two players, or as many as nine or tenvi. The added risk of freezing is that players potential strengths for certain subject areas will also be frozen out of the game for that round. This question-and-freeze format continues for the following four rounds.

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At the end of the fourth round, players are made aware that anyone frozen out at this stage of the game cannot be eligible for the moral dilemma at the end of the fifth and final round. Whoever remains unfrozen for this final round takes part in a quick-fire general-knowledge round, in which the host fires questions in a traditional quiz show format (i.e. players answer their own questions). This final round creates a new dynamic, as the remaining contestants (who, up until this point, have most likely answered the majority of the questions correctly, and so avoided being frozen out at the end of each round), now have to consider whether they will deliberately answer questions incorrectly - so as to stand a chance of being given the moral dilemma; or to answer correctly, and risk getting nothing. NB The moral dilemma is only given to the person remaining unfrozen in this final round, who also has the most incorrect answers overall (i.e. over and including the five rounds). This situation could lead a domino effect and a free-fall situation, where contestants panic, and what is left of the prize fund rapidly haemorrhages as they selfishly get every question wrong. Do they get the questions right to sustain the prize fund, or wrong to help secure their own winnings? The final round comes to a close. Now, the winner/loser (hence the term Every loser wins), who has made the most incorrect answers throughout the entire course of the game (and was a participant of the final round) is given the moral dilemma of Windfall or Downfall. Here, they are given the chance to correctly answer one final question (Windfall). If they choose to take on the question, there are only two possible outcomes: the player correctly answers, and therefore takes the entire prize fund for themselves; or they incorrectly answer, and the prize money is lost for everyone involved. Either way, the rest of the team receives nothing. However, the player can choose to not take on the final question (Downfall), in which case the total prize fund is split evenly between all ten contestants. The dilemma here is that those who may have been consistently frozen out in various rounds, will still take home a share of persons hard-earned cash. By this stage, of course, the total prize fund is likely to be severely depleted therefore, the winner/loser would be less inclined to split the fund by 10 (It is intended that the prize fund will be 100,000 or less by this stage). Will the player share their winnings, or risk it all for their own gain? The game ends when the choice has been made, and the reactions of all involved are revealed. N.B. A final, possible twist to this dynamic could be the introduction of a redemption feature. Here, the winning/losing contestant could have a chance of winning back a significant amount of the prizefund (for example, double or tripling it). This would reduce the cynical / ruthless aspect of the gameshow, but would appeal to the standard comfort factor most modern quizshows revolve around. This could be done in a number of ways; one way suggested would be to have each player hooked up to a lie detector monitor throughout the show. Then, if the winning/losing contestant wins the final round, they are offered the money redemption if the monitor reveals they got the majority of the questions wrong through genuine error, not because they were selfishly lying about their knowledge to win the final round.

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POSSIBLE WAYS TO EARN MONEY: Could encourage home audience to text/ring in with their contact details. One person could then be randomly selected at the end of the fifth round. Should the contestant choose Windfall - and then incorrectly answer the question, the total prize money (or, half total prize money, for example) could be awarded to the lucky viewer at home instead. The potential large winnings would act as a hook for the viewer, who would then follow each round with despair and distain as the players potentially lose them money. A large amount of revenue could be generated in this way. Board game / interactive DVD spin-off for home use Online version with people competing for real amounts of money

CATCHPHRASES: Every loser wins Choose your player A you going for the Windfall, or the Downfall? Power to the player The ultimate sacrifice, or the ultimate treachery?

CONTACT DETAILS: Dan Thomas & Fil Adamski Independent writers of 'Format TV' 27 Chapel Street Oadby LE2 5AD Tel: +447837249761 (Thomas) +447921172143 (Adamski)

Total prize fund can be adapted to suit timeslot of show. Obviously higher stakes will add the the overall adrenaline of the show. ii Again, the amount lost depends on the chosen prizefund; it should be high enough to cause real tension as it is lost, but not too high so as the jackpot prize will diminish too quickly before the final round. iii Players can be repeatedly frozen out round-by-round, and so never get a chance to re-enter the questioning. They are still eligible for the share of the prize fund at the end of the game, however. iv It is intended that the host will act almost as an agitator, goading players and making them question their own judgements. He / she could also have the power to take money from the total for their own reasons, for example a too-slow response to a question. They should have complete control over the gameplay. v If, for example, nine players all happen to freeze the same person, only one fee of, say, 10,000 is incurred. But if nine players all freeze different contestants, they will incur a fee of 90,000. This again encourages tactical voting, etc. vi It is possible, although unlikely, that all players could be frozen out for a round. In this event, there is an automatic fee of, say, 100,000. That round is then restarted, with all players unfrozen, as in the first round. Dan Thomas and Fil Adamski 2009 All Rights Reserved

STRAIGHT TO DVD Pressing play was a bad idea By Fil Adamski & Dan Thomas

27 CHAPEL STREET OADBY LEICESTER LE2 5AD FIL ADAMSKI: 07584 287824 DAN THOMAS: 07837 249761 07, 2010

1. "STRAIGHT TO DVD" FADE IN: INT VIDEO STORE - EVENING DAVE and GAZ stand in the corner of a run-down video store. They rifle through a DVD bargain bin. GAZ Here Dave, this looks decent: Blunt Head-Trauma. DAVE Whos in it? GAZ Jean-Claude Van -DAVE (Interrupting) Nope. GAZ ...Damn. What about: They Came, They Saw, They Concurred. A dramatisation of the financial crisis, focusing on the heads of the banking - DAVE (Interrupting) No! Are you deliberately picking up trash? GAZ Right - what about this one: Straight to DVD. DAVE Whats it about? GAZ (Reading back of DVD)"A postmodern take on life and love, where nothing is as it seems, and people are not what they appear to be." DAVE Well, at least they weren't vague about it. Depressingly, that's still the frontrunner. What are the quotes on the back? GAZ furiously scans the back of the DVD. DAVE (CONT) You should always judge a film by the calibre of the quotes, Gaz. GAZ The Daily Sport says

2. DAVE groans. GAZ (CONT) Give it a chance! Just because this guy works for the Sport, doesn't mean he's all 'tits and arse' in his reviews. DAVE Fine, go on. GAZ Now this is a film (Pause) DAVE Right a film that? GAZ No. That's all it says: "Now this is a film." DAVE What? That's just a statement! It's like me saying: "Now this is a 20 pound note." DAVE draws out a neatly-folded twenty from his pocket. GAZ (Under breath) You could have just said These are house keys. Flash git DAVE Also, that could just be half the quote. The full one probably says, "Now this is a film that makes you want to scoop your eyeballs out with a spoon." Or, probably, 'Now this is a film with some serious TITS in it!" GAZ How's that a bad thing? I bet the guy from The Independents itching to write that. Anyway, look, it's got an exclamation point at the end, so it must be good. It's more like: "Now this is a film!" All excited about it. Plus its an 18. DAVE (Thinking) I dunno GAZ (Checks price) 1:99. DAVE Sold. (BEAT) But if it's rubbish, I get the next three video shop picks.

3. GAZ I'll mentally prepare myself for that 'Weekend at Bernies' binge marathon... CUT TO:

4. INT DAVES HOUSE - EVENING DAVE and GAZ walk through the door, mid-conversation. GAZ Yeah, and? I would judge the customers if I worked there too. DAVE But she looked at me as if I was buying a cheap porno. (BEAT) Wait we haven't just purchased a cheap porno, have we? GAZ Well, you do have a slight 'cheap porno renter' look about you. "Never trust a man in a turtleneck," my mum always used to say they're always hiding something under there. DAVE shoots GAZ a stare. GAZ (CONT) Let's whack it in and find out. We'll close the curtains first, just in case, like GAZ walks towards the DVD player. DAVE Woah - where are you going? GAZ To put the DVD on? DAVE Not with those shoes, you're not. Off. You always manage to traipse in a smorgasbord of shit. GAZ groans and reluctantly kicks off his shoes. DAVE closes the curtains and sticks the lights on. GAZ kneels down, flicks on the TV and OPENS the DVD player. They sit back onto DAVES sofa, ready to press play. DAVE I still have a bad feeling about this DAVE hits the play button. Nothing. GAZ You got Poundland batteries again, didn't you? DAVE presses hard on the play button again. A triangular 'play' symbol flashes up onto the black screen of the TV. The film begins. 'STRAIGHT TO DVD' flashes up, Comic Sans font.

5. DAVE (CONT) Was this created on Powerpoint or something? Ssshhh! GAZ

An 'A' and an 'I' float down on the screen and land between 'DVD'. The title now reads: STRAIGHT TO DAVID. GAZ looks puzzled. DAVE grimaces. An image suddenly flashes up - it's of GAZ and DAVE, sat on the sofa, watching the film. The TV in the film also has the film on it, (ad infinitum) - a 'hall of mirrors' effect. GAZ and DAVE stare at the image, mouths agog. What the DAVE

DAVES words are repeated, fractions of seconds out in each TV screen. Huh? GAZ

GAZ's words are once again repeated. DAVE spins round, checking if any cameras are setup. There aren't any. He peers closely at the TV - the DVD DAVE does exactly the same. DAVE jerks back and falls against the sofa. GAZ grabs the remote and jams his finger on the off button - each subsequent GAZ doing the same, fractions of seconds out. The DVD switches off. A black TV screen. GAZ and DAVE both let out a sigh. DAVE What the hell was that? GAZ Well, I'm hoping it wasn't a cheap porno, as that would require us to take a good hard look in the mirror DAVE I told you it was a bad idea! It must be some kind of pirate. GAZ What kind of pirate does that? DAVE Huh. (Pause) Ahh, forget it - I'll take it back tomorrow night. Blockbusters are gonna wish they hadn't bothered. Let's just stick it on the movie channel. DAVE hits the TV remote and changes channel.

6. TV VOICEOVER: (O.S.) "Next up: Popcorn and Tears at the ready - It's the Ultimate Bernies Marathon!" DAVE See! Things are looking up already. GAZ grabs a cushion from the sofa and covers his face with it. He whacks the cushion hard with his right fist repeatedly, groaning loudly into it. CUT TO:

7. INT DAVES HOUSE NEXT MORNING GAZ is asleep, sprawled over the sofa, several empty bottles of beer cluttered around him. DAVE stands in the kitchen, adjusting his tie. He's in a smart black suit. He throws an empty wrapper at GAZ. DAVE Oi! Get up. GAZ groggily peels his head off the faux-leather couch. DAVE (CONT) You didn't make it to your room then, I see... GAZ What time did I crash out? DAVE Bernie wasnt even dead yet. GAZ God, I slept on my arm again. (Starts hitting arm) WAKE UP you lazy bastard! (BEAT) Do you ever wonder if one day you'll wake up and the feeling won't come back in the arm you slept on? DAVE Nope. Though I do wonder if I'll wake up one day to find my expensive continental beers still in the fridge GAZ Someones in a nowty mood. DAVE Ive got that interview today. You know the interview Ive been waiting four months for. GAZ Oh yeah, forgot about that. Thought you were just going for your 'intellectual' look again. You ready for it? DAVE No. I'm knackered. I didnt get to sleep 'till bout three. Why? GAZ

DAVE Nerves, I guess. Kept having this weird dream about the interview I was running from something --

8. DAVE looks down onto his jacket, slowly recalling his dream. He suddenly notices a big curry stain next to one of the buttons. DAVE (CONT) -- What the fuck?! GAZ (Sheepishly) Oh, yeah I meant to tell you about that. What? DAVE

GAZ The other night I got a takeaway on my way home, and as I was putting it out on a plate I accidently flicked a dollop of curry sauce onto your jacket which was hanging over the chair. I tried rubbing the stain off, but it spread it like wildfire. DAVE puts his head in his hands. DAVE You know this is my only suit! GAZ I'm sorry! I was gonna take it to the dry cleaners, but then I forgot. It was the best curry I've had in ages, if that makes you feel better. DAVE gives GAZ an evil stare. GAZ (CONT) You could just put an arm across your chest to cover it until you get a chance to take the jacket off - the 'Napoleon pose. GAZ mimes the pose. DAVE shakes his head. DAVE Right - I'm gonna Cillet Bang the hell out of this thing. You can eject that DVD and then let's get some food, I'm starving. DAVE begins to furiously scrub the stain. GAZ goes to eject the DVD. GAZ It wont eject. DAVE Just do it.

9. GAZ It wont eject! Its jammed. DAVE Great! Two quid for an unwatchable film reviewed by the Sport. And now it's mashed up my DVD player! Let's just go. DAVE grabs his keys off the side. GAZ shoves on his trainers. They exit the house, DAVE slamming the door. Inside DAVE'S house, the DVD power light suddenly flashes on. It whirs into action. CUT TO:

10. EXT STREET - MORNING GAZ and DAVE are pacing down the street. A digital clock timer suddenly appears, bottom-left of the screen. Starting on 01.30.00, it begins counting down each second. DAVE suddenly stops and rubs his eyes. He scowls in confusion. A woman walks past them both. DAVE Do you see that? Woah. GAZ

GAZ focuses his eyes into the distance. DAVE What is that? GAZ That cant be real. I mean, that cant be possible right? DAVE (Relieved) Thank God it's not just me. GAZ No, I'm with you mate. Bizarre. I mean How can a backside be that pert? I sense foul play. DAVE What? No, not the woman! The time! There - counting down. GAZ What are you on about? DAVE It's sort of in front of us, to the right. What is that? The time now reads 01.29.05. GAZ You know, at times I worry about you, I really do. One of God's finest creations walk right past you, and you're worried about the flaming time - Jees. The scene suddenly pauses a moment, DAVE and GAZS actions freeze-framed. JUMP CUT TO:

11. EXT STREET 2 MINUTES LATER DAVE and GAZ are now suddenly further down the street, approaching a cafe. The time now reads 01.27.05. GAZ -- and I went: Get out of the damn broom cupboard! I aint Andy Peters, mate. DAVE and GAZ suddenly stop. DAVE scowls in confusion. DAVE Did something just happen there? Did I black out? GAZ I've no idea what I was talking about. I've not even got a broom cupboard. DAVE There, the timer's counted down we've just lost two minutes of conversation. Something's definitely not right. GAZ Completely - I mean, why would I start talking about Andy Peters? Here - Gabbies'll sort it. GAZ points to Gabbies local cafe on their immediate left. GAZ and DAVE look at the hand-written ad on the front of the cafe window. It reads: *NEW! 'The Sloppy Susan' - the dirtiest baps you ever seen!!! 2.99. Free sachet of Musterd!! (Sic) GAZ (CONT) The rumours were true! GET IN! CUT TO:

12. INT GABBIES MINUTES LATER GAZ and DAVE sit in the half-empty cafe. DAVE holds his head in his hands. The timer reads 01.24.35. GAZ Would you snap out of it already? DAVE Are you sure you cant see that time? GAZ There is no time! DAVE I'm going mental That could be counting down 'til my death. GAZ Well, if it is, at least you'll go out swinging with an arterybursting burger. DAVE looks around for a waitress. As he is looking backwards, text appears in the top right of the screen, displaying: LANGUAGE CONTROLS. DAVE How are we not getting served yet? Where's the waitress? This isn't Claridges, for Christ's sake. There are about three people in here. A drop-down menu appears in the top right of the screen. It reads: LANGUAGE - SPANISH SUBTITLES. GAZ (O.S.) (Booming deep Spanish accent) Es probable que est teniendo un maricn maoso... DAVE slowly turns his head back round, and looks at GAZ with a confused expression. English subtitles appear at the bottom, saying She's probably off having a crafty fag. DAVE (SPEAKING SPANISH) Why are you speaking Spanish?! DAVE'S eyes look around quizzically, as the Spanish words fall from his mouth. DAVE (CONT) (SPANISH) Why am I speaking Spanish? (BEAT) I cant even speak Spanish! GAZ (SPANISH) ...None of us are speaking Spanish? DAVE looks down to the right-hand side.

13. DAVE (SPANISH) Please tell me you can see those subtitles What? GAZ (SPANISH)

DAVE (SPANISH) We're both speaking in Spanish, and there are subtitles in English appearing to my right, your left. GAZ (SPANISH) No there arent? DAVE (SPANISH) Quick, say something in Spanish GAZ pauses for a second to remember some Spanish. GAZ Me llamo... es un... Gato Grande Gaz. The words come out in GAZ's voice, instead of dubbing. Underneath in English subtitles we see My name is a big cat Gaz. DAVE (SPANISH) Yeah, that was your voice that time though it was proper broken Spanish - I'm talking 'Dick van Dyke does Carry on up the Espanyola!' broken. GAZ (SPANISH) That's what an 'E' at GCSE gets you these days. DAVE (SPANISH) And for some reason its given me a really camp voice! GAZ (SPANISH) What is this it youre banging on about? DAVE (SPANISH) It's gotta be something to do with that DVD. A really enthusiastic 'HOLA!' beams from GAZ's left. DAVE looks round to see an old, sour-faced woman with a notepad and pen standing next to their table. GAZ (SPANISH) Two of your finest 'Sloppy Susans' please, with loads of ketchup. Im talking so much ketchup that you wouldnt believe there was a burger under there. Plus, the free sachet of mustard - the mustard is still free, right?

14. The WAITRESS takes a half-chewed pen from behind her ear and scribbles down the order without looking up. The language options flash on up again: LANGUAGE - ENGLISH - NO SUBTILES. This time, DAVE sees it. He stands up and points to his top-left. They are now speaking in English again. DAVE There! That's what it is! Right Gaz - I need you to head back to the house. GAZ But weve just ord -DAVE (Interrupting) Sod the slutty Susans! Why does this have to happen now? You need to sort this DVD out for me - I've got to head to that interview. GAZ looks a broken man. He grabs his jacket and stands up. The WAITRESS stands, notepad in hand, staring at the pair. She shrugs her shoulders and pops a cigarette into her mouth, lighting up. DAVE (CONT) Call me when you get back to the house. Don't do ANYTHING until you've rang me. DAVE hands GAZ the house keys. GAZ Youre trusting me with the house keys? Youre not well, mate DAVE Ring me when you get back. Gaz, Im begging - this interviews really important to me dont mess this up! Fine! GAZ

GAZ turns to exit the cafe. He turns back to DAVE. GAZ (CONT) Can I not just order a takeaway, Sloppy Su -DAVE -- Just go, will you?! GAZ FINE! Im gone. CUT TO:

15. INT DAVES HOUSE - LATER GAZ barges through the door and straight to the fridge. opens a 'Tropicana' and swigs from the carton. The sound from the TV suddenly catches his attention. He tentatively closes the fridge door and looks round. On it is DAVE, pacing down the street, looking flustered. He kicks the pavement and stumbles. The timer on the TV reads 01.10.35 GAZ Well Ill be dammed... GAZ heads into the living room, trainers still on. He falls back into the sofa and stares at the TV. He takes another swig of juice and pulls out his mobile phone, before dialling DAVE. CUT TO: He

16. EXT STREET - CONTINUOUS DAVE still paces down the street, his eyes darting between the pavement and the timer. His phone suddenly rings. DAVE What the hell took you so long? GAZ (O.S.) There was a queue for the cash machine. People need to get that online banking... DAVE (Irate) I told you to go straight home! GAZ (O.S.) Chill out - I made it, didn't I? You won't believe it. You're on the TV, talking to me. DAVE What dyou mean? GAZ (O.S.) It's like... you're in the movie. You ARE the movie. And, trust me the camera does add 10 lbs... DAVE suddenly stops and looks around. GAZ (CONT) (O.S.) Right - what do you want me to do? The camera instinctively zooms in on DAVE. DAVE If this is a DVD...and God knows how I'm going to explain this to my mother...then...can't you skip it...forward a bit? Ill know if Ive got the job or not then, without having to do the interview. GAZ (O.S.) (Muses) Yeah. Or... backwards? DAVE NO. Absolutely not. I once saw childbirth in reverse on the Discovery Channel and it's not a pretty picture - trust me. Im not running that risk. NO skipping backwards. GAZ (O.S.) Wait. If I do skip backwards, where will I be? I mean, I was with you before. If I skip backwards, will I be back outside

17. the cafe as well?.. I could get that Sloppy Susan after all! DAVE Dont even -GAZ (O.S.) -- Dont worry, Dave mate! Itll be alright. DAVE I'm not joking with you. DON'T TOUCH THAT -GAZ jams his hand on the 'Previous' button. CUT TO:

18. (REAL) INT - DAVE'S HOUSE CONTINUOUS / (DVD) INT - CAFE MINUTES EARLIER GAZ watches the TV as DVD DAVE and DVD GAZ have a previous conversation for the second time. DVD DAVE I'm going mental... That could be counting down 'till my death. DVD GAZ At least you'll go out swinging with an artery-bursting burger. DVD DAVE looks around for a waitress. GAZ stares at the TV, mouth agog. GAZ I wonder... He presses the DVD's remote, hitting the language options. It reads: LANGUAGE SPANISH - SUBTITLES. DVD GAZ (ON SCREEN) (Booming deep Spanish accent) Es probable que est teniendo un maricn maoso... GAZ Youre kidding me. The conversation from earlier continues, as GAZ watches on. GAZ pauses the DVD. DVD DAVE holds his head in his hands. DVD GAZ stares intently into the food menu, about to look at the WAITRESS. GAZ dials DAVE. No answer. GAZ looks at the phone: CALLER ID NOT AVAILABLE. Shit! GAZ

GAZ hits play again. DVD GAZ orders the sloppy Susans for a second time. Gaz watches on, distraught. GAZ Trust me mate you aint going to get em. GAZ sighs, pressing the remotes language button again. LANGUAGE - ENGLISH - NO SUBTILES flashes up on the DVD. DVD DAVE There! That's what it is! Right Gaz - I need you to head back to the house. GAZ shakes his head and hits the Previous' button again. CUT TO:

19. (DVD) EXT - STREET - MINUTES EARLIER / (REAL) INT - DAVE'S HOUSE - CONTINUOUS The scene on the TV cuts to the STREET. GAZ stares intently at the screen. The time on the TV now reads 01.27.05 again. DVD GAZ -- and I went: Get out of the damn broom cupboard! I aint Andy Peters, mate. DVD DAVE Did something just happen there? Did I black out? DVD GAZ I've no idea what I was talking about. I've not even got a broom cupboard. GAZ No, no, no! I've gone and screwed up the space-time continuum! Christopher Lloyd was right GAZ hits the 'Previous' button for a third time. CUT TO:

20. (DVD) EXT - STREET - MINUTES EARLIER / (REAL) INT - DAVE'S HOUSE - CONTINUOUS On the TV, DVD GAZ and DVD DAVE pace down the street. GAZ presses Previous again: No scene available Huh. GAZ

He presses 'Display' on the remote, which brings a timer on the bottom-right of the TV screen. Starting on 01.30.00, it begins counting down each second. DVD DAVE suddenly stops, rubs his eyes, scowling in confusion. DVD DAVE Do you see that? Woah. DVD GAZ

DVD DAVE What is that? DVD GAZ That cant be real. I mean, that cant be possible right? GAZ jerks back in confusion and amazement, accidentally leaning on the DVD controls again as he does so. Simultaneously pressing in the DVD controller's PAUSE and FORWARD buttons at the same time, the DVD temporarily jams, freezing DVD DAVE AND GAZ before skipping forward.

JUMP CUT TO:

21. (DVD) EXT - STREET - MINUTES LATER / (REAL) INT - DAVE'S HOUSE - CONTINUOUS GAZ stares intently at the screen. The time on the TV now reads 01.27.05 again. DVD GAZ -- and I went: Get out of the damn broom cupboard! I aint Andy Peters, mate. GAZ What the hell was that conversation about?! Im sick of Andy bloody Peters. GAZ taps the 'Forward' button repeatedly, in frustration. It skips forward to the last scene. JUMP CUT TO:

22. (DVD) EXT - STREET - 00.00.60 / (REAL) INT - DAVE'S HOUSE - CONTINUOUS DVD DAVE is running down the street, looking flustered and nervous. GAZ watches the action unfold on screen. DVD DAVE Are you getting this, Gaz? GAZ What? What am I supposed to be getting? DVD DAVE I dont even know who the hell you are?! GAZ Hes officially lost the plot. DVD DAVE The case! Hes on the case! GAZ Damn right I am! Im gonna sort this for you, Dave mate. GAZ watches as DAVE crosses the road. DAVE suddenly stops and looks up and to the right. DVD DAVE Input the damn thing! Huh? GAZ

The timer is now on 10 seconds. DAVE looks distracted. Suddenly, out of nowhere an artic lorry steams towards DAVE, horn blaring. GAZ What the hell?! DAVE looks in its direction - we see a close up of his face. He screams. GAZ jams his hand on the 'Previous' button. CUT TO:

23. (REAL) INT - DAVE'S HOUSE - CONTINUOUS / (DVD) INT - INTERVIEW ROOM - 00.10.00 DVD DAVE sits on a plush leather seat, nervously biting his thumbs. He looks around: a half-dozen nervous faces, uncomfortably scanning the room. He looks to his bottomleft, obviously scanning the timer. GAZ stares at the TV in disbelief. GAZ Hes gonna die?! That aint good GAZ gets out his phone and tries to ring DAVE: Caller ID not available flashes up. An attractive mid-twenties RECEPTIONIST strides down the corridor towards DVD DAVE. RECEPTIONIST Mr. Higgs is ready to see you now. DVD DAVE stands up and beams at the woman. The woman purses her red-lipsticked mouth. RECEPTIONIST (CONT) This way, please. CUT TO:

24. INT - INTERVIEW ROOM - 00.08.50 DAVE walks into the interview room. A middle-aged man in a smart Pin-stripe suit stands up from his desk and walks over to greet DAVE. He holds out his hand. DAVE's right arm is across his stomach, covering the curry stain. He awkwardly contorts his body to get some kind of hand shake. BOSS Hello. David, is it? Or Dave? DAVE Hi. Either is fine. BOSS Sorry about the icy temperature in here. Unfortunately we've got a problem with the radiators. We've got our best men working on it as we speak. The BOSS scowls in confusion at DAVE, noticing his Napoleon pose. BOSS (CONT) Are you ok? DAVE (Looking at arm) Oh, this? I've just got some abdominal pain at the moment. Nothing serious. Hurts less if my arm is positioned this way. BOSS Sorry to hear that. We could reschedule if -DAVE -- Thanks, but it's fine. We've just got a history of erm gastro-intestinal problems in our family tree. Genetics. BOSS Hmm. I see. Please, take a seat. The boss sits down and writes something down on a piece of paper. DAVE looks on, worryingly. DAVE Do you mind if I take off my jacket? BOSS Err are you sure? Like I said, its fairly cold in here

25. DAVE No worries. Ive got a finely regulated internal temperature. He hangs his jacket up on a peg and, with his head facing away from the boss, mouths the words "SHIT, SHIT, SHIT". The timer reads 00.07.20. CUT TO:

26. INT - DAVE'S HOUSE - CONTINUOUS GAZ watches the TV screen intently. He's shoving toffee popcorn into his mouth and chewing loudly. GAZ (Muttering to himself) There's got to be something on here to stop it GAZ stares at the remote a moment, before pressing: DISPLAY - DVD COMMENTARY - ON. GAZ Good luck. CUT TO:

27. INT - INTERVIEW ROOM - 00.04.52 DAVE continues to placate the BOSS. he struggles to brace the cold. Hes teeth chatter as

DAVE ...And I learnt, 'Always go for the mirage, even if it's just ultimately a mouthful of sand' COMMENTARY DAVE God That was a pretentious line, wasnt it? Definitely a lastminute rewrite. DAVE jerks his head back, hearing what sounds like his voice. BOSS Yes an interesting analogy, David. Now, tell me about The BOSS continues to talk, his voice hushed. the DIRECTOR'S COMMENTARY. DIRECTOR Ah, this was a very interesting day. That's actually a working office in Margate, you know? Mates rates. We only found out later about the asbestos problem, didn't we? DAVE looks confused. He tries to continue answering the question. COMMENTARY DAVE I was sick as a dog for days. It actually helped me shift a few pounds. You see, no-one actually tells you when you're a fat bastard - it's 'un PC'. (BEAT) Oh....wait. Listen to me chew on the next line. 'Facilitation', was it? BOSS What was your previous role? DAVE Oh! Erm Communication Facliter FAC.. COMMENTARY DAVE Yeah! Eat those vowels, bitch! The DIRECTOR and COMMENTARY DAVE both start laughing. DAVE (Regaining composure) ...Facilitation Officer. Sorry, I always have troubles with my L's. Over it runs

28. DIRECTOR Thats called acting, darling. Get used to it. DAVE (Frustrated) I wish I could just STOP HAVING THESE PARTICULAR PROBLEMS RIGHT NOW... with my L's, and other things that shouldn't be screwing this up for me. DAVE looks around the room, imploring GAZ at home to do something to make it stop. CUT TO:

29. INT - DAVE'S HOUSE - CONTINUOUS GAZ repeatedly presses the 'Commentary ON / OFF' button. Nothing. GAZ Damn cheap Poundland batteries. CUT TO:

30. INT - INTERVIEW ROOM - 00.03.30 The BOSS scribbles some notes and looks up at DAVE, who has now turned a shade of blue from the cold. BOSS (Worried looking) Erm... right, ok. So where do you see yourself in five years time? DAVE (Listening for voices) Thank God! Theyre gone. They? BOSS

DAVE Nevermind. (PAUSE) Sorry, what was the question? BOSS Thatll be all, thank you. Well be in touch if -DAVE NO! Please. Im not normally this mental. Im just having an off day. Please, just ask me that question again. BOSS (Sighs) Where are you in five years time? DAVE Well, I see myself within this organisation, contributing effectively -DIRECTOR (Talking over Dave) Ah! I remember this scene! This is the one with the extra from hell! DAVE slumps his head in his hands in a resigned fashion. COMMENTARY DAVE Oh, yeah! The Water Boy. When does he come in? DIRECTOR Any second There is a knock at the door of the interview. A young man enters, looking nervous. WATER BOY (Badly acted) Would... anyone... like glasses of more water, now?

31. BOSS Were fine, thanks. As he leaves, the man briefly looks into the camera, before shuffling out. COMMENTARY DAVE He looked at the bloody camera! Did you see that? Christ. You just can't get the staff these days. DIRECTOR He was my cousin's brother-in-law. Couldn't act his way out of a plastic bag - even if it was smothering his face...and his role was 'Guy getting suffocated to death with plastic bag'. DAVE stuffs his fingers into his ears and bangs his head on the table in frustration. The boss shakes his head. BOSS Right, that's quite enough. I think we can both agree this hasn't gone very well at all. I think you should leave. DAVE No - please - wait! DIRECTOR Oh, it's all downhill from here. The climatic ending awaits... CUT TO:

32. INT - DAVES HOUSE - CONTINUOUS GAZ searches through a set of drawers in the kitchen theres old cutlery, pens and packs of cocktail sticks spilling everywhere. The muffled DVD dialogue plays in the background. GAZ Hang in there DAVE mate - I'm finding a battery! (PAUSE) Where the hell are the batteries? CUT TO

33. INT - INTERVIEW ROOM - 00.01.30 The BOSS angrily jabs his finger at DAVE, red faced and exasperated. BOSS How dare you speak that way about my wife! I'll see you never work in this industry again! You're finished. But DAVE

DIRECTOR I still think we over-did the gratuitous violence at the end, you know. COMMENTARY DAVE No - it was great - an utter blood bath! Your makeup team really were excellent that day...you destroyed me. DAVE can take no more. He jerks back from the interview chair and yanks open the door, running into the main reception. DAVE shouts, seemingly into mid-air. The workers stop and look to see whats causing the commotion. DAVE Gaz - for GOD's sake - stop this! You're in control! GAZ! Two security guards head towards DAVE. DAVE panics and begins to run through the office. The guards chase. DIRECTOR Run all you want - we all know what happens! DAVE accidently barges into the lipsticked receptionist, causing her to fall hard to the floor. Jerk! RECEPTIONIST

COMMENTARY DAVE She genuinely did despise me, that girl. She stole my sandwiches from the fridge on set. DAVE barges through another set of doors leading to a set of stairs. He clutches onto the banister, hurrying down towards the exit. DAVE GAZ! The timer's nearly out - what do I do? I don't understand! Please help me! CUT TO:

34. INT DAVES HOUSE - CONTINUOUS GAZ is surrounded by miscellaneous junk scattered all over the kitchen floor. He's emptied the contents of all three draws, bar a roll of wrapping paper stuffed at the back of bottom one. He pulls out the paper: one solitary battery nestled in the corner. He grabs it between thumb and finger, holding it in his eye-line. GAZ You canny little bastard! (PAUSE) Right - hang in there Dave - it's 'Previous' time! GAZ runs into the adjoining living room, propelling himself over the sofa and grabbing the remote. He stuffs the new battery into the back. On the DVD, Dave bursts out of the interview building and onto the street. The timer reads 00.00.60 seconds. GAZ jams his finger on the 'Previous' button. 'Operation locked' flashes on the screen. Huh? GAZ

GAZ presses the Previous and Pause buttons again: 'Operation locked'. GAZ This is not happening! Panicking, GAZ runs his fingers over all of the buttons Operation locked flashes up again. On the DVD, the road appears in the distance. GAZ hovers his finger over the remotes Off button. GAZ Dave... Im sorry mate. I dont know what else to do. Im GAZ closes his eyes, pressing hard on the Off button. tentatively looks up: Operation Locked. He hangs his head, defeated. DIRECTOR This scene is what got us the '18' certificate. God, we didn't half have to fight the studio for this ending... COMMENTARY DAVE Im glad we did. The other ending was a bit clichd and rubbish. DAVE suddenly stops. GAZ raises his head. What? DAVE / GAZ (SPLITSCREEN) He

35. DIRECTOR Yes! Of course, that reminds me. I should say - if you got this far with the commentary congratulations! You've found the film's hidden 'Easter Egg' - the alternate ending. DAVE No way. This is my chance! DAVE spots the 00.00.45 on the timer, which causes him to start running again. GAZ (At the TV) Would you stop running already! DIRECTOR The wizards in the post department - that's 'post production', not Royal Mail, as they're too busy losing important Christmas parcels - have managed to code up a box which will appear on screen shortly. All you got to do is insert the correct code and press enter, and you will be taken to the other ending. DAVE Are you getting this, Gaz? GAZ has a eureka moment. GAZ Ah! This is from before. DIRECTOR I've gone for an easy one. The code is just my first name. DAVE I don't even know who the hell you are?! DAVE stops and thinks for a couple of seconds. DAVE (CONT) The case! Hes on the case! GAZ The DVD case! Yes - his namell be on there! GAZ rushes to find the box for the DVD. He scans the back of the pack and finds the name. He lets out a big groan. GAZ Fuckin' BERNIE! Typical.

36. The counter is down to the last 15 seconds. A box suddenly appears on screen in the top right. Dave unwittingly stops in the middle of an empty road, distracted by the box. DAVE Input the damn thing! We hear the sound of a truck in the distance. The counter is on 10 seconds. DAVE is too distracted by the box to notice the oncoming truck. GAZ adds in one letter at a time, punching in each one as the seconds count down. DAVE screams as he suddenly notices the truck. With 2 seconds remaining he punches in the last letter and pushes down on the 'enter' button. We hear some kind of 'success' sound effect and the screen fades to white. Text appears on screen, saying: "Alternate ending - This

ending was ultimately dropped due to poor audience reactions from test screenings."

FADE IN:

37. INT - INTERVIEW ROOM - PREVIOUSLY The BOSS and DVD DAVE are both sitting at the table, laughing. The BOSS puts his finger on the intercom button. BOSS Stacey, will you let the rest of the rabble out there know that we won't be requiring their services - we've got our man! A big grin spreads across DAVE'S face. DAVE You mean... BOSS David, I'm delighted to offer you the position of Senior Facilitation Officer. Would you like to accept the job? DAVE jumps out of his seat. YES! DAVE

He grabs the BOSSS hand. DAVE (CONT) (Sincerely) I won't let you down, boss... BOSS I know, Dave. I know. The boss looks at him like a proud father would his son. DAVE exits the interview room and heads to the reception desk. RECEPTIONIST Congratulations on getting the job! DAVE Well, Stacey, maybe we could celebrate over Dinner sometime? RECEPTIONIST (Flirtatiously) I'm not really a 'dinner' kinda girl. (BEAT) I much prefer breakfast in bed... DAVE I normally skip breakfast...but with you Id go in for second helpings. They smile and stare into each others eyes. Ciao. DAVE (CONT)

38. DAVE throws his jacket over his shoulder and swaggers out of the room into the lift. He gets to the exit of the building and the doorman holds open the door for him. DOORMAN Have a good day, Sir. Dave pauses and looks towards the doorman with a wry smile on his face. DAVE Im sure I will, Mr Doorman. Im sure I will! In the distance we see DVD GAZ walking towards DAVE. He gets closer and the two guys hug. DAVE You did it, Gaz mate. I dont know how but you did it. DVD GAZ Thats what best friends are for, arent they? DAVE Come on lets get ourselves a couple of Sloppy Susans. Theyre on me. DAVE walks out onto the pavement, thrusts his hand triumphantly into the air and shouts 'YEEEEESSSSSSSSSSSSSSS!' We freeze on a close-up of his beaming face, which fades out to black. CUT TO:

39. INT - DAVE'S HOUSE - CONTINUOUS GAZ is sitting on the couch, remote in hand, with a disgusted look on his face. GAZ Ugh...1:99 - for this shit?! THE END

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