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Hub AI
Estate of Panic AI simulator
(@Estate of Panic_simulator)
Hub AI
Estate of Panic AI simulator
(@Estate of Panic_simulator)
Estate of Panic
Estate of Panic is an American reality competition show in which seven strangers compete to find cash in a large estate. The show is hosted by Steve Valentine, and produced by Endemol USA.
The first and only season aired on the Sci-Fi Channel from November 12 to December 17, 2008, around the same time as another reality competition series, Chase. The series has also aired on USA Network and Chiller.
Seven strangers from across the United States arrive at a large, mysterious mansion. The mansion's eccentric owner (Steve Valentine) spends his free time stashing his assets throughout the mansion, and he is assisted by his silent butler, the eighty-year-old maniacal freak, Rupert. Once the players arrive at the estate, The owner challenges them to find the cash he has hidden in a series of rooms. The task is made difficult, however, as the contestants must come face to face with their greatest phobias while in the house. In each room, the last person to leave and the person who collects the least money are both eliminated. After three rooms are explored and six players have been eliminated, the final contestant earns the opportunity to win (and add to) everything collected by all players by completing a final challenge in the estate's Vault.
The game is similar in concept to several other shows such as Fear Factor (also produced by Endemol), the Nickelodeon game show Finders Keepers, the French game show Fort Boyard, the British game show The Crystal Maze, and the GSN game show How Much Is Enough? The seven contestants search through a series of three rooms for cash. Bills of smaller denominations ($1, $5, etc.) are hidden in relatively easy locations in the rooms, or even placed out in plain sight; bills of larger denominations (up to $100) are hidden in areas that are either more difficult to reach or protected by various animals (snakes, crabs, spiders, maggots, insects, etc.), all of which are harmless, yet disturbing. Meanwhile, each room takes on a life of its own to make things trickier and scarier for the contestants. For example, the basement floods with water; the study has moving walls and ceiling that "shrink" the room to a very small size; the floor in the kitchen has properties similar to quicksand, and the garden is rigged with electric fences.
Once a contestant believes that he or she has enough money to secure a spot in the next round, the player must leave the room and place all cash collected on a tray held by Rupert. Not all exits remain open the entire time, however, and a contestant might either have to wait for an exit to unlock or take an alternate route to make it out of the room in time.
While there is no explicitly-stated time limit in any of the rooms, the rooms become more uninhabitable as time passes and the number of players shrinks, forcing the players to consider when to exit. In each round, the last player left in the room is eliminated; the show claims that the contestant is "trapped" inside once all the others have exited. In addition: of the contestants who did exit, the one who recovered the least money is also eliminated and escorted from the house by the butler. Should there be a tie for last place, both players advance, but the two players with the least money in the next room are eliminated in addition to the trapped player.
There is no reward for recovering the most money in the first room, but the person who does so in the second room usually receives assistance that may prove useful in the third room. The total money recovered by all eliminated contestants is placed in a cumulative pot, which is then offered as a prize to the last remaining contestant.
At times, a monetary bonus is offered to a contestant who can retrieve a certain object or set of objects hidden in one of the rooms. Depending on the object, it could either help or hinder the player's actual progress in the room: carrying some objects around could impede the player's progress, while setting them down would put them at risk of being stolen, with the others have the ability grab the rest without letting go. Other hidden objects could be worn to protect the player against some unwanted distraction(s) in the room (i.e. rubber-soled slippers, to protect against electric shocks).
Estate of Panic
Estate of Panic is an American reality competition show in which seven strangers compete to find cash in a large estate. The show is hosted by Steve Valentine, and produced by Endemol USA.
The first and only season aired on the Sci-Fi Channel from November 12 to December 17, 2008, around the same time as another reality competition series, Chase. The series has also aired on USA Network and Chiller.
Seven strangers from across the United States arrive at a large, mysterious mansion. The mansion's eccentric owner (Steve Valentine) spends his free time stashing his assets throughout the mansion, and he is assisted by his silent butler, the eighty-year-old maniacal freak, Rupert. Once the players arrive at the estate, The owner challenges them to find the cash he has hidden in a series of rooms. The task is made difficult, however, as the contestants must come face to face with their greatest phobias while in the house. In each room, the last person to leave and the person who collects the least money are both eliminated. After three rooms are explored and six players have been eliminated, the final contestant earns the opportunity to win (and add to) everything collected by all players by completing a final challenge in the estate's Vault.
The game is similar in concept to several other shows such as Fear Factor (also produced by Endemol), the Nickelodeon game show Finders Keepers, the French game show Fort Boyard, the British game show The Crystal Maze, and the GSN game show How Much Is Enough? The seven contestants search through a series of three rooms for cash. Bills of smaller denominations ($1, $5, etc.) are hidden in relatively easy locations in the rooms, or even placed out in plain sight; bills of larger denominations (up to $100) are hidden in areas that are either more difficult to reach or protected by various animals (snakes, crabs, spiders, maggots, insects, etc.), all of which are harmless, yet disturbing. Meanwhile, each room takes on a life of its own to make things trickier and scarier for the contestants. For example, the basement floods with water; the study has moving walls and ceiling that "shrink" the room to a very small size; the floor in the kitchen has properties similar to quicksand, and the garden is rigged with electric fences.
Once a contestant believes that he or she has enough money to secure a spot in the next round, the player must leave the room and place all cash collected on a tray held by Rupert. Not all exits remain open the entire time, however, and a contestant might either have to wait for an exit to unlock or take an alternate route to make it out of the room in time.
While there is no explicitly-stated time limit in any of the rooms, the rooms become more uninhabitable as time passes and the number of players shrinks, forcing the players to consider when to exit. In each round, the last player left in the room is eliminated; the show claims that the contestant is "trapped" inside once all the others have exited. In addition: of the contestants who did exit, the one who recovered the least money is also eliminated and escorted from the house by the butler. Should there be a tie for last place, both players advance, but the two players with the least money in the next room are eliminated in addition to the trapped player.
There is no reward for recovering the most money in the first room, but the person who does so in the second room usually receives assistance that may prove useful in the third room. The total money recovered by all eliminated contestants is placed in a cumulative pot, which is then offered as a prize to the last remaining contestant.
At times, a monetary bonus is offered to a contestant who can retrieve a certain object or set of objects hidden in one of the rooms. Depending on the object, it could either help or hinder the player's actual progress in the room: carrying some objects around could impede the player's progress, while setting them down would put them at risk of being stolen, with the others have the ability grab the rest without letting go. Other hidden objects could be worn to protect the player against some unwanted distraction(s) in the room (i.e. rubber-soled slippers, to protect against electric shocks).
