Cell seventeen was the only one to be used twice in one show. Of the other three zones, cell three in Futuristic was used only 38 times.Ĭell 26 in the Ocean Zone had two doors and was occassionally left empty and used to cross from the main galley to the corridor outside the wanter tank cell. The least used cells, unsuprisingly were in the Industrial and Ocean zones, with Industrial's green-panelled room used only nineteen times. The most used cell in the maze was cell ten in Aztec, used for all but one of the water games. Thirty cells were used for playing games accross the five zones.
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Unsuprising, the Futuristic zone with all its automatic lockins scored highest, with 27 captives in total. Five teams managed to lose three of their number. No one person was ever locked in more than once. No nonsense: eighteen seconds and bone-dry Extended StaysĪ total of 74 people were locked in during the show's run.
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#Crystal maze game faq series#
The final two series gained a third advert break, leaving their teams time only for thirteen games. 169 people played three games each, with the remaining 322 playing two.Įach team played between forteen and fifteen games during the first four series, with one team from series one having time for a sixteenth game, thanks largely to team member Mark Wynn completing the WALK THE BEAM game in eighteen seconds. Six of these due to their being locked in and left to rot, whilst Andrea Addid from series two was only chosen by her captain once. Seven contestants played but one game each.
#Crystal maze game faq cracker#
Tedious: Prize from world's largest christmas cracker Male contestants faired the better, winning 52.4% of all games, the women 43.2%. This, I assume, was due to a contestant being ill and replaced by a standby. Eleven games were played but twice.Įxciting to watch: Ten contestants wire up doorbell NameĢ50 women and 248 men took on the maze three of each sex per team with the exception of S03E07 which featured four female players and two male. EXCLUDE THE SYMBOL was needlessly complicated and boring to watch, this presumably leading to its failure to appear a second time. The final two are the only games of the forteen not to have been used on one of the five children's shows. They were ATOM MIRRORS, BALLOON SHOOT, BALL ROLL, BLACK-BALLED, BUZZWIRE TWO, DOMINO SQUARE, FLAG CROSSHAIRS, FLICKSUM, OCTOPUS TENTACLES, POP THE BALLOONS, ROPE SHAPES, WIND SURFING, STARFISH AND EXCLUDE THE SYMBOL. COGS AND CANDLES, CROSSBOW TARGETS, METAL DETECTOR and RED DOOR MAZE each had eight attempts.Ī total of forteen games were played only on one occassion. DUNE BUGGY, FIND THE CORRECT HOLE and WIRE THE DOORBELL followed with nine attempts each. The most played, with ten attempts, was the infamous WALK THE POLE game. The games that were played most often were nearly all, unsuprisingly, from series one. Tedious: Prize from world's largest christmas cracker undefeated Name Two games were played and lost five times they were THE CRYSTAL SLIDE and PUT THEM LIGHTS OUT.
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A further twelve games were played and won four times.Ĥ6 games were never defeated, two of which were played six times they were BALLS IN THE HOLES and ASSEMBLE THE SHAPE, both from series one. There were 29 games with a 100% success rate, three of which were played (and won) five times each they were MUMSEY's QUESTIONS (series four), SUNDIAL and BALLS IN BUCKETS.