|Michael Groth (1988)|
John Sachs (1989-1991)
4 Square was a BBC daytime quiz show that pitted two contestants in a game of questions & memory.
Two contestants played a series of games that test their knowledge and their memory. Two of the games had the contestants face a 6x6 game board with 36 squares numbered 1-36.
Pair the SquaresEdit
Pair the Squares was a Concentration/Memory-typed game.
Behind the numbers were symbols. The players took turns picking four squares and uncovering symbols. If any two of them match, the matching squares turned to that player's color, and continued his/her turn by choosing two more (one if there was a leftover square). Each match was worth 2 points (for a possible total of 4). If four of the squares of one player's color were arranged in one large square, that contestant received a 5-point bonus (meaning that player can score up to nine points in a single turn (14 if the player made two squares).
Pick a PictureEdit
Behind the majority of the numbered squares were pictures. To start the round, both contestants picked four free squares each. Now each contestant in turn picked a square by number and revealed a picture behind it. On each picture, the host read a question associated with that picture. A correct answer to that question scored 1 point and captured that square; but if the answer incorrect, the square & point went to the opponent. As before, upon a capture, the captured square turned that player's color, and whenever four squares of one player's color were arranged in one large square, that contestant received a 5-point bonus. But to make things difficult for the players involved, four or seven squares contained "Gremlins" (indicated by sad faces); if any one of those were exposed, that square automatically went to the opponent. The round continued until there were no more 4 Square possibilities (originally until all the squares were taken).
In this round, each contestant had 60 seconds (one minute) to go through a maze. There were 10 junction points all around the maze. On each junction point, the host read a "true or false" statement, and the contestant in control locked in his/her true or false answer by pressing one of the two buttons in front of him/her. A correct answer scored 1 point and continued down the maze, but an incorrect answer forced the player to hit a dead end. If the player in control can answer 10 questions correctly, he/she was out of the maze and was asked a bonus question. If both players made it through, only faster of the two players got the bonus question.
The game ended with a "Pair the Squares" round, or in later shows, the rest of the "Pair the Squares" round. The player with the most points continued on in the tournament.