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UntitledHatt — High VS Low Alternate Logo (transparent)

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Published: 2023-07-28 04:07:23 +0000 UTC; Views: 776; Favourites: 1; Downloads: 0
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Description

   Alternative version of this: High VS Low (Game Show Logo) READ DESC by UntitledHatt on DeviantArt

       Games in Order (16 of them for example):

    1.      Rock Paper Scissors Tournament (calculation hotel edition  www.youtube.com/watch?v=D3L_n5…) [16]

    2.      Random Quiz [15 hard questions] (results will appear after every contestant submits their answers) [15]

    3.      Plinko [14]

    4.      Mile Run [13]

    5.      Othello (Reversi) [12]

    6.      Hole in the Wall {fit in all 5 holes} [11]

    7.      Risky Bungee Jumping [10]

    8.      Guitaring Contest [9]

    9.      Boxing Tournament (calculation hotel edition  www.youtube.com/watch?v=D3L_n5…) [players will be knocked down to the boxing ring floor if they are punched once, watch out for each other's gloves and hold on to the UNPUNCHABLE streak as long as you can to reach the 'high hundred' of this game] [8]

    10.   The Anvil {max. 3 lives} [7]

    11.   8 Disk Hanoi Tower Speedrun Race {high hanoi 100 = finishing your tower at 1st place before the 18 hour time limit runs out, low hanoi 100 = finishing your tower at 1st place AFTER the 18 hour time limit runs out} [6]

    12.   Javelin [there is a javelin field for this game, if the spear lands IN the field at 1st place, that is called a "low javelin 100". if the spear surpasses the top end of the field and lands on the opposite space end of the player, THAT is called a "high javelin 100", the TRUE peak score of the Javelin section. If a player's spear lands behind the entire field, the player can start their turn over. if a player's spear lands in the field at Final Place, that will still count as the absolute lowest score of the Javelin section.] |no meter percentage will be given for the actual javelin distance for this version| [5]

    13.   Dice Wars {clearing out as many teams as a player likes (1 team to 3 teams) will be allowed on perfection percentages for the Dice Wars section of High VS Low} \an extra dice fill at the end of a Dice Wars game in High VS Low can only occur if the map dominator at 1st place has also reached 1st place from the previous game "Javelin"/ [4]

    14.   Arm Wrestling {tally comb. 1v2, 1v3, 2v3} [3]

    15.   Musical Chair [2]

    16.   Single Penny Toss Prediction {heads or tails by contestant’s choice} [1]

Fact: Contestants practice their guitaring sessions between gaps of the first seven games to prepare for the "Guitaring Contest" game. (GT, rocpapscis, GT, quiz, GT, plinko, GT, milerun, GT, othello, GT, holeinwall, GT, riskbungee, GT, guitarcontest!)

docdro.id/qdEOElm

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When everyone finishes the first game, the season will now separate into two timelines:

TIMELINE 1 (Race for the Win) [blue/green]:

Contestants between 1st Place and Penultimate Place will get to stay for the next games, the contestant at final place will unfortunately be eliminated and have to stay in the waiting room to watch the other players progress for the rest of the season. The player who loses the first game at FINAL PLACE will wear the "Dunce" hat. As the contestants get closer to winning the season on this side, the sole survivor will eventually receive 1 Million Dollars for surviving nearly all the first games (15/16 games for example), and 10 Million Dollars for surviving the final game at the end. The better the sole survivor performs overall, the more heavenly the win. If the sole survivor perfects every game at 100% (1600%) at 1st place all the time with no player ties, the sole survivor will experience their best possible dream.

TIMELINE 2 (Escape from the Punishment) [red]:

Contestants between 2nd place and Final Place will have to stay for the next games, the contestant at 1st place will thankfully be set free and get to stay in the lucky waiting room to watch the other players progress for the rest of the season. The player who wins the first game at FIRST PLACE will get to eat cake. As the contestants get closer to losing the season on THIS side, the failed escaper will evenutally receive 1 cent for not reaching 1st place in nearly all the first games (15/16 games for example), and NO MONEY for failing to predict the landed penny side in the final game at the end. The worse the failed escaper performs overall, the scarier the punishment. If the failed escaper fails every game at 0% (0%) at FINAL place all the time with no players ties, the failed escaper will experience their worst possible nightmare.

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P.O.S.H. (Performance Overall Span Hole)

Performance – Ability Progress for each contestant

Overall – Calculated Performance Status based on how well or badly the contestant does throughout a season

Span – Performance Percentage Range between “sole survivor” & “failed escaper”

Hole – A ‘black hole’-like object that is used in the span calculation of each season for the sole survivor and the failed escaper (the bigger the hole, the warmer the hole)

The bigger the performance disparity between “the sole survivor’s side on ‘Race for the Win’” and “the failed escaper’s side on ‘Escape from the Punishment’”, the warmer the PERFORMANCE OVERALL SPAN HOLE (P.O.S.H.) at the end of each season (1 season = 16 games).

Total different choices for the Sole Survivor and the Failed Escaper (for 16 players): 120 (Based on { [x(x+1)]/2 }  x [x TRIANGULAR minus x])

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Types of 100% P.O.S.H.'s:

●Regular 100% P.O.S.H. (at least two ties between players, 1st/Final place in Javelin while landing in the Javelin Field [or low 100 for good timeline, if javelin lands behind field you can start over], 1st/Final Place in Hanoi Tower section before or after the 18 hours run out)
●NO Arm Wrestling triple tie ALLOWED 100% POSH (high 100 if player at 1st place has two points, low 100 if all players each have one point and they have to pull three straws, longest is win, middle is just survive, shortest is lose)
●Javelin Field Surpassed 100% POSH (high 100 if spear surpasses Highest Number and lands above Javelin field shape)
●Hanoi Deadline Success 100% POSH (high 100 if 1st placer finishes tower in less than 18 hours, low 100 if 1st placer finishes tower after the 18 hour deadline is up)
●Boxing Knockout Prevention 100% POSH (high 100 if player defeats all opponents without getting knocked themself, low 100 if player is 'knocked out by an opponent before getting back up' at least once, and then knocks out all opponents)
●Mile Run Quadruple 1st Place 100% POSH (high 100 if a single player reaches 1st place on all 4 laps, low 100 if not)
●Untied Rock Paper Scissors 100% POSH (high 100 if you beat all your opponents to reach 1st Place with no ties, low 100 if you draw at least one tie with your opponent then win at 1st place)
●Tieless 100% POSH (no sharing Xth Place with other player)
●HOT 100% POSH [greatest max posh possible] (up arrow and down arrow will satisfyingly come off if:
[sole survivor does absolute best possible & failed escaper does absolute worst possible] {also more below}

-Absolutely no player ties on Survivor or Failed Escaper

-Sole Survivor Rock Paper Scissors's all the other opponents without "tie'ing during matches" and wins/Failed Escaper gets Rock Paper Scissor'd every single match without "tie'ing during matches" (since the 1st placer, 16th Placer, 2nd Placer, and 15th Placer are NOT player tying in the end unlike the other 12 stuck tied in the middle [3rd place to 14th place], I decided that for the stuck middle 12 and to prevent tie bricks, their BEST to WORST side should be in order from left to right for each descending round row EXCEPT for the very top round row with the final two, the middle round row with the original contestants, and the very bottom round row with the BAD final two)


-Sole Survivor reaches all 15 quiz points (no player ties)/Failed Escaper reaches 0 points (no player ties)

-Sole Survivor reaches 9 Plinko points (no player ties)/Failed Escaper reaches 0 points (no player ties)

-Sole Survivor reaches four 1st place's on all 4 laps in Mile Run (no player ties)/Failed Escaper reaches four Final place's on all 4 laps in Mile Run (no player ties)

-Sole Survivor reaches 64 Othello points (no player ties)/Failed Escaper reaches 0 Othello points (no player ties)

-Sole Survivor fits through all 5 wall holes (no player ties)/Failed Escaper is pushed into pool by all their walk holes and gets 0 points (no player ties)

-Sole Survivor chooses shortest bungee rope/Failed Escaper chooses longest bungee rope and falls to the ground

-Sole Survivor receives a 10 from judge with no player ties [if single 10, 1st place with no player ties. If tie between at least two 10's, judge will decide carefully and pick the slightly better guitaring performance based on judge's criteria. FOR BEST FAILED ESCAPER ONLY: If tie between at least two 10's and at least two performances are literally equally as good, judge will roll an X-sided dice to roll on a numbered contestant for the chosen contestant to move on]/Failed Escaper receives a 0 from judge with no player ties [if single 0, Final place with no player ties. If tie between at least two 0's, judge will decide carefully and pick the slightly worse guitaring performance based on judge's criteria. FOR WORST SOLE SURVIVOR ONLY: If tie between at least two 0's and at least two performances are literally equally as bad, judge will roll an X-sided dice to roll on a numbered contestant for the chosen contestant to be forced to move on]

-Sole Survivor knocks out all their opponents without getting knocked out themselves to reach 1st place(no player ties)/Failed Escaper gets boxed and knocked out by all their opponents (no player ties) (since the 1st placer, 8th Placer, 2nd Placer, and 7th Placer are NOT player tying in the end unlike the other 4 stuck tied in the middle [3rd place to 6th place], I decided that for the 3rd, 4th, 5th, and 6th place contestants in the stuck middle 4 and to prevent tie bricks, the more hits for each contestant in a round row with two horizontally placed contestants should be appropriate {while each 'amount of hits' is sorted by LEAST bruises to MOST bruises} for an overall two-player-match). [example: W has two hits and five misses AND X has three hits and one miss X WINS TO 3RD PLACE, Y has three hits and four misses AND Z has one hit and two misses Y WINS AT 5TH PLACE]

-Sole Survivor spins the arrow to select the empty question marks all the time and watches all other contestants get hit by the anvil 3 times each/Failed Escaper keeps spinning the arrow until the Failed Escaper becomes the first player in the season's anvil section to lose all three lives first.

-Sole Survivor finishes their 8 Disk Hanoi Tower at 1st place in less than 18 hours (no player ties) / Failed Escaper finishes their 8 Disk Hanoi Tower at Final Place while taking more than 18 hours to finish (no player ties)

-1st Place Javelin Field Surpassing Moment Occurs for sole survivor/Failed Escaper is 5th place in Javelin {if a player lands a spear behind the entire field, the player is free to start their turn over} (no player ties)

-Sole Survivor defeats all 3 other players and makes one final dicefill to maxout the entire map due to being 1st place in Javelin/Failed Escaper gets defeated at Final Place

-Sole Survivor defeats both other opponents in Arm Wrestling/Failed Escaper gets defeated by both other opponents in Arm Wrestling

-Sole Survivor runs to and sits on chair to prevent opponent from moving on/Failed Escaper loses due to opponent taking the seat, forcing the Failed Escaper to move on to final game

-Sole Survivor says mentioned side (heads/tails), flips penny, and the penny lands on the exact mentioned side/Failed Escaper says mentioned side, flips penny, BUT gets the opposite side.

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High/Low 100 Bonus Colored Spotlight for a P.O.S.H.:
low 100 for Hanoi Tower section (finishing tower after 18 hours pass): NO yellow light
High 100 for Hanoi Tower section (finishing tower in less than 18 hours): yellow light


low HANOI 100: 18+ hours till finished , high HANOI 100: completed in less than 18 hours


low 100 for Javelin section (landing at 1st place in the regular interior of the javelin field): NO white light
High 100 for Javelin section (landing at 1st place in the surpassable space above top of field: white light

     x  Surpassable Space
-----------------------------------
                                             | <--top portion of javelin field
                                             |
                         x                  |
                                x           |
                                             |    (x = landed spear)
              x                             | 
                                             |

low 100 for boxing tourn. (at least one moment of getting knocked out by one opponent before getting back up to continue fighting, and then defeating all opponents to reach 1st place): NO blue light
high 100 for boxing tourn. (being undefeatable to other opponents to reach 1ST Place): blue light

low 100 for untied RPS (at least one tie in RPS then #1): NO pink light
high 100 for untied RPS (absolutely no ties in RPS): pink light

low 100 for Quadruple Final Place Mile Run (all 4 Final Places for all 4 laps): NO red light
high 100 for Quadruple 1st Place Mile Run (all 4 1st Places for all 4 laps): red light

low 100 for NO arm wrestling Triple Tie ALLOWED (all three tied and have to pick longest straw): NO orange light
high 100 for NO arm wrestling Triple Tie ALLOWED (1st placer has two points): orange light
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hits and bruise rank example:
-all hits, no bruise
-5 hits, 1 bruise
-5 hits, 3 bruises
-5 hits, 4 bruises
-3 hits, 2 bruises
-1 hit, 2 bruises
-0 hits, all bruises

hit = punching the opponent
bruise = the opponent punches you
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The Progressive Single Elimination Per Game Status System will be part of the High VS Low show:

Progressive Single Elim. Per Game Status System by UntitledHatt on DeviantArt

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