Gameshow Catalogue Series 01: Ticking SlimebombBy MysterySpinPosted 1/27/22 979 views
General Explainer (This note will be repeated at the start of all the gameshow notes I post here, so if you've read this before on a previous note skip down to the game)
I love to design games and gameshows. Over the years I've come up with a whole bunch of messy gameshow ideas I was planning to make if I ever went back into WAM production. The overall idea I had was for a gameshow based site I was toying with the name The Gunger Games or something just as pun based. The idea was to create gameshows that not only included great messy content but would be exciting for non-wammers to watch so that they serve as a great way to introduce people curious about sploshing to the kink in much the same way Splosh magazine did. Another key difference between the Gunger Games and other sites is that the Gunger Games would have a games catalogue featuring games involving different messy forfeits, different emotional tones from light hearted fun to risking humiliation, different maturity levels from fully clothed all the way to XXX rated and different pay/prize structures from games that gave players a guaranteed amount of pay for playing or games with no appearance pay but players won prize money as they played, different numbers of participants from playing solo or compete with a friend to see who gunges who to full group game etc etc. The idea was participants could ahead of shoot day choose the games they were most enthusiastic about playing to hopefully result in better reactions.
For various reasons not having the space to store the gunge tank I'd use for the games, probably needing to partner up with others able to assist/cover some of the areas I'm weaker in and that the WAM market is now rather oversaturated as it is I have more recently come to the decision that I would should pursue other projects instead. For instance I'm now looking to create a bunch of kinky games for couples and singletons to be able to play themselves.
Having previously written up a bunch of my messy gameshow ideas as part of discussions with an established WAM producer (the discussions ended up going nowhere) it seems a shame to let the ideas just sit and go to waste so I'm going to trial releasing one gameshow idea each week as a blog post here and see if enough people enjoy it to justify spending the time putting them here in a more reader friendly form. If you would like to use any of the games I post here for stories or to produce WAM content do please as an absolute minimum include an attribution or credit of game format by or inspired by StickyTrickster. If you are a producer be aware that I'm just posting the basic outline of the shows I would have done myself with the specific gunge tank design I was planning to build with it I would be more than happy to discuss how best to adapt any of these games to the contraptions you have available, give further details on improving the game I've omitted from the post for length as production and post-production tricks I doubt are relevant for most of the audience of these post or if you'd like me to come up with some games specifically for your site.
Anyway with that out of the way let's get on with this week's game:
Game Title: Ticking Slimebomb
Synopsis: The contestant must win time in a series of tension building mini-games to be able to escape the chains that will shackle them to the gunge tank seat before time runs out and the slime begins to flow.
Players Required: 1
Maturity Rating: Variations from PG fully clothed (but with some bondage) to XXX rated can be played to match player's limits by varying Time Board.
Prizes: Players receive a guaranteed cash prize for playing the game (amount depends on game variant contestant chooses). Player is competing for a clean escape and avoid having to getting messy. (As there is the possibility of players escaping clean multiple episodes of Tickling Slimebomb would have been sold in bundles either series bundles of multiple episodes of Ticking Slimebomb or included in a bundle of all the games shot on the same shooting day).
Gunge & Contraptions: This game uses the left booth of the Gunge Tank elaborated on here: https://umd.net/profile/i/thestickytrickster/section/photos/album/gunge-tank-mk3-rough-plan utilising the large tank and underwear filling hoses. This game uses regular Natrasol gunge throughout.
Rough Running Order
Title Sequence ~ 5-10 seconds
Host's welcome ~ 10 seconds
Introducing todays contestant ~ 1 minute Host will ask a few questions to contestant so people can get to know them a little bit and hear how they are feeling to emotional invest and empathise with them.
Host explains the overall show ~ 15 seconds
Host introduces first mini-game ~ 15 seconds
First Mini-Game Question Time ~ 3 minutes
The contestant has 3 minutes to answer as many questions as possible to earn time in the final round of the show. The first 5 questions they will be asked are riddles or brainteasers each worth a +20 seconds in the final round, the next 5 questions are multiple choice questions each worth +10 seconds and the final 10 questions are rapid-fire true or false questions each worth +5 seconds. The player may not return to any questions they pass and must manage their time to not run out of time before being asked all the questions. The quiz round is designed to start off slow with the brainteasers and get faster to build tempo.
Host reveals how much time contestant won in round ~ 10 seconds
Host briefly chats with contestant to see how they're feeling after the first round ~ 30 seconds.
Host introduces second mini-game ~ 15 seconds
Second Mini-Game Time Waster ~ 2 minutes
The contestant gets 2 minutes to try throw the 11 scrunched up balls of paper into a waste paper basket 3 meters away from them. They may run and pick up any ball that misses but must return to the throwing line to throw the paper ball again. 10 of the paper balls have a time between +5 and +30 seconds written on them in their scrunched up core whilst one ball has -60 seconds written on it. Each of the paper balls that are in waste paper basket at the end of the time will be added (or subtracted) to the player's total for the final round. The time limit and exercise from running around picking up balls to throw again are intended to rise the contestant's adrenalin levels.
Host unwraps the paper balls and reveals the time contestant won in round ~ 30-60 seconds
Host chats with contestant to see how they're feeling after the round ~ 30 seconds.
The Time Board is introduced ~ 30 seconds
Time Board
The time board has on it a bunch of additional forfeits or handicaps that the player may choose to add to the final round of the game in exchange for more time to try escape. ie if they choose to strip to their underwear for the final round they can get an additional 60 seconds. The forfeits and handicaps can be varied between PG ones and X rated ones depending on the chosen limits of the player.
Example additional forfeits/handicaps for all version include additional gunge or pies being thrown if they lose or being occasionally tickled by a feather duster whilst trying to escape. R rated ones include stripping as far as underwear and using the gunge tank's underwear filling hoses whilst X rated forfeits might include stripping completely nude or sitting on a squirting dildo in the gunge tank that'll give a slimy enema.
There is also an option on the board to deduct 30 seconds from the player's time in exchange for being able to gunge the host is they manage to escape in the final round.
Before the player may choose to accept any of them/buy any time there is a final penultimate game
Host introduces final mini-game ~ 15 seconds
Final Mini-Game/Penultimate Round: Time Heist ~ 3 minutes
The contestant is presented with a game of Operation. A final column is revealed on the previously revealed Time Board with a piece from the game operation next to each of the times and forfeits the harder pieces to get out in Operation will be next to the biggest times and forfeits. The contestant is informed that they have an opportunity to steal the times on the Time Board without having to do the forfeit associated with buying that time all they have to do is extract the specific Operation piece without setting off the buzzer. If they do set off the buzzer they will instead have to do the forfeit associated with the piece they tried to get out BUT without receiving the bonus time associated with that forfeit in the final round.
Eg. Let's say the Wish Bone has +30 seconds and strip to underwear next to it on the Time Board. If they get out the Wish Bone without setting off the buzzer they get +30 seconds in the final round without having to strip though after this mini-game they can still choose to strip if they wish for an additional 30 seconds on top of the time they already won in the heist. If they instead set off the buzzer trying to get the Wish Bone out they will have to strip to underwear for the final round without receiving any bonus time for doing so.
The player has a total of 3 minutes or until they give up (whichever is sooner) to try see how much additional time they can steal. With appropriate atmospherics (spotlights etc) the intent of this game with time limits, risking forfeits and game requiring fine motor control under tense situations is intended to slow down the tempo of the game after the second mini game whilst keeping the suspense high.
Host recaps all the time and forfeits the contestant earned during the penultimate game ~ 30 seconds.
Host chats with contestant to see how they're feeling after the round ~ 30 seconds.
Host asks the contestant are there any further forfeits or handicaps they wish to accept to purchase further time from the time board before progressing to the final round. (Obviously they can't buy time from forfeits they have already earnt in the previous mini-game) ~ 30 seconds.
Host recaps the total amount of time the contestant has accumulated before announcing it is time for the final round ~ 30 seconds.
VT (pre-recorded video bit) doing close-ups of the gunge tank making it look ominous with a voice over from the Host explaining the final round. ~ 20 seconds.
Final Round/Messy Finale: Ticking Slimebomb ~ However long it takes for game and all the messiness.
Cut to Contestant now chained up inside the gunge tank with the chains secured together by a 4-digit combination padlock in their lap that they can reach with their hands. If underwear filling hoses are required they will also be in place if pies, tickling contestant with feather duster or operating squirting dildo is required it will be done by someone hiding in the neighbouring booth of the gunge tank out of sight.
Before the game starts Host will ask contestant how they're feeling they are chained up below the gunge.
The contestant will need to try and find the combination that will free them from the chains. Before the timer (of all the time they won in previous rounds) starts though the contestant may ask the host questions to get clues as to what the combination to get free might be. The host may only give Yes or No answers to any question the contestant asks. Each of the first 5 questions the contestant asks will cost them 5 seconds of their escape time, each of the next 5 questions the contestant asks will cost them 10 seconds and so on with the time deducted for each question asked doubling every 5 questions. The contestant may not ask any further questions if it means they will have less than 2 minutes left to try escape by asking another question.
Once the player is ready to try escape the time they have left will begin counting down and they may try putting combinations into the combination lock. Handicaps such as tickling with feather duster may try to distract them but if they are still in the tank when time is up the gunge will fall instantly when the timer hits zero without warning for maximum surprise and then be followed by any additional pie and buckets of slime thrown forfeits.
If the player escapes and opted for the "Gunge the Host" option on the time board the host will instead be put in the tank to receive all the messy forfeits.
Regardless of who is made messy replays of the main gunging and follow up messy forfeits are replayed from different angles or in slow motion.
Non-messy person then asks how the messy person is feeling after it all before then signing off.
If no one got messy (contestant escaped without opting for messing the host) then contestant gets to gloat briefly before host vows that the unused mess in this game will get re-used in a later game that day (the plan for Gunger Games was to film multiple games a day with the final game of the day using any unused mess and recycling some other mess such games would be included in bundles for all games played that day so wouldn't be missed) so the gloating may be short lived.
Final Notes: About half of the episode is indeed given over to build up with non-messy games. This is intentional. The final gunging is being used as a dramatic device to raise tension and suspense through-out that would be diluted in effect by previous messy games. The intent of the earlier mini-games is to take the contestant on a mini-emotional adventure to be in an emotionally supercharged state for the final game to get awesome natural reactions because natural reactions are at the end of the day driven by emotion. Time is required to build the tension to get the best reactions for this suspense based game. That and it makes the games more fun to play for participants.
If you would like me to post more gameshow ideas I had been putting together for the Gunger Games idea please either drop a like or comment. Whilst I did make notes on a variety of game ideas for the previously mentioned discussions they were much more bare bones and jargon filled that it still takes a decent amount of time putting them into something for a wider audience to read and knowing how many people want more of them helps me to know whether it is worth taking the time from other projects I'm working on to continue doing this. Thanks.