recursal/Fanatic-Fandom huggingface dataset:
Talking Telephone Numbers

***Talking Telephone Numbers*** is a Transmanian short-lived live interactive light entertainment game show based on the same-titled British program that premiered on TBN on September 11, 1995, and ended on November 3, 1995. The show's pilots were taped on May 19 and June 9, 1995 with Christian Phillips as host. Hosted by Dylan Lloyd-Baker and Samantha Jones, the show's format features variety acts which will be used to generate numbers. Viewers or anyone at the studio backstage will have the chance to win up to Ð125,000 if the five random numbers generated during the program match the last five digits of their telephone number in any order. Due to strict ratings cost, it has been cancelled after one season.

## Format

An act would perform for everyone watching, and play a short game that generated a number from 0 to 9. Five digits were selected in this manner, and these were meant to match the last five digits of a viewer's telephone number in any order. Viewers who did would call the show via an onscreen telephone number, and hopefully be answered by one of 96 telephonists. If one of the telephonists answered them, they would become a potential contestant. While the telephonists took in their calls, a pop singer or group would sing their latest single or a final act would perform.

A phone line was then picked at random, and that viewer will have a chance to win money. They would then have to answer three questions with numerical answers. Getting them all right won the game; an incorrect answer, however, resulted in another line being picked and gave the viewer Ð1,000 as a consolation prize. This went on until someone won the game.

The winner of the game was being given a choice to either take Ð50,000 or take a cash prize attached to their telephonist (ranging from Ð5,000 to Ð125,000); regardless of choice, the telephonist would reveal their value, which almost nobody took.
Greed (game show) (Overview Episode 09-09-2000)

## Returning team

* **Damien Thomas** - Team captain
* **Lawrence Tyler** - First contestant (Position No. 1)
* **Stephanie LeBlanc** - Second contestant (Position No. 2)
* **Elizabeth Nicholls** - Third contestant (Position No. 3)
* **Peter Bailey** - Fourth contestant (Position No. 4)

* 10
* 11
* 12
* 13

Peter answers **12**. Damien as the captain of the team agreed with Peter and accept his answer. 12 is the correct answer.

Correct answer: *12*

### **Question 2 (Ð25,000)**

What body part is reshaped in plastic surgery known as "rhinoplasty"?

* Eye
* Ear
* Mouth
* Nose

Elizabeth answers **Eye**. Damien agrees with Elizabeth and accepts his answer. Eye is also the correct answer.

Correct answer: *Eye*.
Theme

The themes that can be found in We Are On Our Own are togetherness, fear, overcoming, perseverance, struggle, love, and war. The large amount of themes in the book is common among most tragedies because crisis often pushes us to our limits and brings out a version of ourselves that we normally wouldn’t show. The memoir does a good job of showing the themes mentioned above through dialogue, images, content, and behavior of the characters which displays strong emotions throughout it.

Included below is a photograph taken during world war 2 of one of the things that being pushed to extremes causes.

http://www.ww2shots.com/gallery/d/817-1/Hamburg+WWII+\_2\_-ww2shots.jpg
The Big Bang Theory

***The Big Bang Theory*** is a Transmanian TV remake of the popular television sitcom created by Chuck Lorre and Bill Prady, both of whom serve as executive producers on the series, along with Steven Molaro. All three also serve as head writers. The show premiered in the United Republic of New Holland and Greater Transmania in January 2008 on TBN. The show originally centered on five characters living in Wilford, Rixterri: Leonard Hofstadter and Sheldon Cooper, both physicists at Rixtech, who share an apartment; Penny, a waitress and aspiring actress who lives across the hall; and Leonard and Sheldon's similarly geeky and socially awkward friends and co-workers, aerospace engineer Howard Wolowitz and astrophysicist Raj Koothrappali. Over time, supporting characters have been promoted to starring roles including: physicist Leslie Winkle, neuroscientist Amy Farrah Fowler, microbiologist Bernadette Rostenkowski, and Stuart Bloom, the cash-strapped owner of the comic book store the characters often visit.
List of Who Deserves to Fight Against The Heptahedron? (season 2) episodes

The second season of the Transmanian television quiz show *Who Deserves To Fight Against The Heptahedron?* produced by Bullettime Entertainment, premiered on November 3, 2000 on TBN. The show concluded its airing on November 12, 2000 after 11 episodes.

## Episodes

* Show 1 (November 3, 2000)

```
 ? (Ð35,000, stopped on Level 4, 14 questions answered, Safety sum: Ð6,000)
 ? (Ð10,000, stopped on Level 3, 11 questions answered)
 ? (Ð1,000)

```

* Show 2 (November 4, 2000)

```
 ? (Ð20,000 fixed, failed on Level 4, 16 questions answered)
 ? (Ð14,000, paused on Level 3, 12 questions answered, continued)

```

* Show 3 (November 5, 2000)

```
 ? (Ð170,000, stopped on Level 5, 20 questions answered, money fixed: Ð80,000)

```

* Show 4 (November 6, 2000)

```
 ? (Ð14,000, stopped on Level 3, 11 questions answered)

```

* Show 5 (November 7, 2000)

```
 ? (Ð14,000, stopped on Level 3, 11 questions answered)

```

* Show 6 (November 8, 2000)

```
  ? (Ð)

```

* Show 7 (November 9, 2000)

```
 ? (Ð35,000, stopped on Level 4, 14 questions answered, Safety sum: Ð6,000)
 ? (Ð10,000, stopped on Level 3, 11 questions answered)
 ? (Ð1,000, stopped on Level 3, 11 questions answered)
 ? (Ð700, completed and paused on Level 1, continued)

```

* Show 8 (November 10, 2000)

```
 ? (Ð27,000, stopped on Level 4)
 ? (Ð20,000 fixed, failed on Level 4, 16 questions answered)
 ? (Ð14,000, stopped on Level 3, 11 questions answered)

```

* Show 9 (November 11, 2000)

```
 ? (Ð170,000, stopped on Level 5, 20 questions answered, money fixed: Ð80,000)

```

* Show 10 (November 12, 2000)

```
 ? (Ð14,000, stopped on Level 3, 11 questions answered)

```

* Show 11 (November 13, 2000)

```
 ? (Ð14,000, stopped on Level 3, 11 questions answered)

```

Total Winnings:

## Season chronology

* Season 1 (2000) (previous)
* Season 3 (2001)
Drop the Bomb (game show)

*Drop the Bomb* is a Transmanitainian game show produced by Bradshaw & Covalo Productions with the same element of both American production companies Barry & Enright Productions & Mark Goodson Productions.

## Gameplay

### Main game (Question Factory)

Two contestants, one a returning champion, played. The object is to earn Ð5,000 or more to win the game by answering trivia questions. When each contestant activates the Machine, a category, a number of questions worth a money amount (or a 'BOMB') will appear. If a Bomb shows up one of these slides, the player must diffuse the 'BOMB' to continue answering every question in the round correctly.

### End game (Bonus Plant)

Once each player earns Ð5,000 or more in the Question Factory, they will move on to the Bonus Plant. Each question answered correctly in the Question Factory earns them one spin in the Bonus Plant.
Reception and Reviews of Work

## Reviews

Reviews for *“**We Are On Our Own**” (2006)*

“We Are On Our Own: A Memoir” Review by Harriet Zaidman

http://umanitoba.ca/cm/vol13/no2/weareonourown.html

“The New York Comics Symposium: Miriam Katin”

http://therumpus.net/2013/10/the-new-york-comics-symposium-miriam-katin/

Reviews for*“**Letting It Go**” (2013)*

“Review: Miriam Katin’s *Letting It Go”*by Derek Royal

http://comicsalternative.com/2013/07/08/review-letting-it-go/

“Letting it Go” Review by Hillary Brown

http://www.pastemagazine.com/articles/2013/03/letting-it-go-by-miriam-katin.html
Works and Awards

## Books:

We Are On Our Own (2006)

Letting It Go (2013)

## Comics:

Mittel Europa Rerun (2000)

The Seven Sweet Spoonfuls of Understanding (2001)

Parfait (2001)

Oh To Celebrate! (2001)

Bronka, Yonkey, Tzila, Dolek, Shabbetay, Katz and McNamara (2003)

Theomimesis (2003)

The Ring of Meryem (2003)

Eucalyptus Nights (2006)

Curried Away (2007)

In Plain Sight (2007)

The way we must live (2007)

Petite Cousine Et Grande Historie (2008)

Live Broadcast (2009)

Two Page Comic (2015)

A Certain Hunger (2015)

Check out Miriam Katin’s blog for a full list of her comics and preview pages.

## Awards

ACBD, l’Association des Critiques et Journalistes de Bande Dessinee (Assocoation of Journalists and Reviewers of Comics)

Grand Prix de la Critique (2008)

Inkpot Award, Comic-Con International, San Diego (2007)
Wheel of Fortune

***Wheel of Fortune*** is a Transmanian television game show produced by SET Organisation Television (until 2000) and is mostly based on the same general format as the original American version of the programme. The show features a competition in which contestants solve word puzzles, similar to those used in Hangman, to win cash and prizes determined by spinning a giant carnival wheel.

*Wheel of Fortune* originally broadcast as a daytime series on the TBN network from January 6, 1976, to 1982 and on Network Fifteen from 1982 until 1990. After some changes were made to its format, the daytime series moved to the TBN network for nightly daytime series from September 9, 1996, to 2006.
Number Craze Mayhem

***Number Craze Mayhem*** is a Transmanian interactive light entertainment television game show competition program created by BulletTime Entertainment. Hosted by Sergio Petersen and Marsha Faulkner. The show's unique format featured a combination of numerical quizzes, variety acts, and interactive audience participation.
Home

This page was created by Michael Amato, Sam Elkana, Nicholas Digout, and Adam Roberts for our Group Graphic Memoir/Social Media Assignment.

### Michael Amato's work:

Biography - Early Life

Biography - Adult Life

Works and Awards

Historical Context

Influences

Career Low and High Points

### Sam Elkana's work:

Technical Aspect

Social and Cultural Context

Reception and Reviews of their work

Media Appearances

### Nicholas Digout's work:

Voice and Tone

Purpose

Theme

Plot

Editing

### Adam Roberts' work:

Outstanding Scenes

Characterization

Images

Colour

Action

### Sources:

https://pickalball.wordpress.com/2013/07/27/miriam-kathins-bio/

http://www.du9.org/en/entretien/miriam-katin1151/

https://jwa.org/blog/graphic-details-interview-miriam-katin

https://www.youtube.com/watch?v=eX4ZzavPuDs&t=18s

https://www.youtube.com/watch?v=6OcJ4auLjAI&t=109s
Wickla Sezin

**Wickla Sezin** is a blind witch that immigrated to Earth from Hex with her parents and her older brother, Axmit. Wickla is a new cast member in Generation Hex.

## Appearance

Wickla has fair skin, orange hair, and sliver. It has been said by Valkyrian that her hair is exactly like Nazina's. And her eyes have its sliver color because of blindness. When she's using magic or with other magic users, she wears witch level magical gear. Her magic gear is a white puffed sleeve shirt, a pumpkin orange ruffle skirt, and a mud brown bow around her waist with a witch hat and lace up boots. While she's with humans she wears clothes of any child. Her human outfit is a light orange and chocolate dark striped dress, pink flip-flops, a cream hooded vest, a lime green headband, and a gold bracelet on her left arm.

## Personality

Wickla is sweet, just like any normal little girl. And she is creative as well. She is very sensitive and avoids any discomfort. Also she has a distrusting for others and unsociable. This makes her very dependent on her brother. She likes drawing despite her blindness, stuffed animals because of its soft feeling, and the smell of flowers. But she doesn't like crowds, loud noises, and being underestimated. She is only eight years old and has type A blood just like Axmit.
Cascata Fantana

**Cascata Fantana** is the apprentice of Valkyrian Saga. She moves to the town where Hex immigrates currently live.

## Appearance

Cascata has baby blue hair and crimson eyes. When she's using magic or with other magic users, she wears brand new magical gear. Her magic gear is a electric blue dress, and black belt and gloves, a black cloak with tiffany blue trim and a sailor collar as well as a witch hat with a hot pink gem, and dark grey knee sock with carolina blue flats. While she's with humans she wears punk style clothes. Her human outfit is a dark t-shirt with cyan blue flames, a dark grey and deep sky blue souvenir jacket with spikes on the shoulders, a dark choker, ripper leggings, grey shorts with a light brown belt, and steel blue boots.

## Personality

Cascata is a very resourceful and confident girl who enjoys her simple pleasures. However, she can be emotionally unstable and because of what happened to her mother is how she became superstitions. She likes listening to punk rock music, skateboarding, and swimming. But she doesn't like reading, dogs, and being proven wrong. She is thirteen years old and has type B blood.
Dominoes for Dough

***Dominoes for Dough*** is a Transmanian television game show based on a tile-based game of dominoes. Produced by Bradmore & Covalo Productions. In the show, contestants

## Gameplay

### Main Game

Two contestants, one a returning champion, the other the challenger, faced a domino-style game board. On the board were 11 categories.

### Championship Formats

For the show's first four weeks, the longest that champions could stay on the original *Dominoes For Dough* was eight matches. If they won all 16 bonus rounds that they played, they would retire with Ð30,000.

Starting in the show's fifth week, each champion was permitted to stay up to 10 matches, with the top possible payout again being Ð60,000. On August 31, 1981, the match limit was doubled to 20, making the potential payout Ð120,000. Also, retired 10-time champions started to return to the show in an attempt to add more to their winnings.

The revival revived the second 1980 format. So again, champions could stay until they won ten matches or were defeated. Theoretically, contestants winning their last Gold Run in this version would retire with at least Ð52,000 (including Gold Run consolation prize winnings).

## Big Champions

* **Greg Lowe** – The show’s biggest champion solo player who was a psychologist from Urban Sea.
Valkyrian Saga

**Valkyrian Saga** is a member of the Saga tribe and number one student of Young Mage Academy. She joins her best friend, Nazina Xion, on a journey to Earth to explore the unmagical world.

## Appearance

This is a picture of Valkyrian in her wiccan clothes.This is a picture of Valkyrian in her normal human clothes.This is a picture of Valkyrian in her Mage form. As you can see, she as her cursed eyes.Valkyrian has medium long brown hair with hazel pink eyes. Her eyes can change into silver clocks when she is using her curse on seeing through time. While in Hex and training with Egotist; she wears a black and white stripped shirt with leggings, a pink tank-top and pleated skirt, and a black cloak with boots and a witch hat and double bridge glasses. But while she's in the human world; she wears a pink long-sleeved shirt, a lavender hair holder and tank-top with a cherry on the front, a pink and black checkered wrist band, cream carpi pants, and red flats with light din glasses. While in her mage form, her brown hair is really long and her curse eyes are both silver and gold. She wears a black witch hat with a choker, half-skirt, obi, and arm warmers, a pink pleated skirt with flats and blouse, and a white and light gray striped thigh high socks.

## Personality

Valkyrian is a very intelligent girl because of her desire to achieve knowledge. She is a level-headed person and tries to look things at both sides. She is also very reliable and is someone you can always count on to be by your side no matter what. She likes studying, reading, anime, cosplaying, and video games. But she hates role-playing, history documentaries, owls, and hiking.
The Biggest Quiz Competition This Quiz Competition

***The Biggest Quiz Competition This Quiz Competition*** (or ***The Biggest Quiz Contest This Quiz Contest***) is an interactive television quiz program in which contestants battle for the opportunity to search to win the most money ever awarded on a primetime television game show. In its format, 26 contestants who participated in the program which broadcasted live a maximum of 5 days a week after calling the program's premium-rate telephone number within 3 minutes of the contestants who are selected from the most accurate answers. Answers on the phone could also be given after switching to the options or after the question is over.

Those contestants who want to answer more questions, regardless of whether they are correct or not, cannot answer the question when they are asked. Therefore, the contestant needs to wait for the question to end. The first of the 26 contestants with the most correct answers will be eligible to participate in the final round. After the questions are finished, how many questions are answered by the contestant within 3 minutes and how many of these questions are answered are reported to be correct. Then, it is stated that in order to be one of the 26 contestants, the contestant who had 5 wrong answers must answer at least a maximum of 33 of the questions correctly.

However, contestant reacted to the application, suggesting that it is not possible to respond correctly to 33 questions within 3 minutes if the rules are followed.

## Gameplay

### Rules

A group of 26 contestants on each episode who phoned in the program's premium-rate telephone number will play up to 5 rounds of general knowledge. The first round has 6 questions and has 3 possible answers, the second round has 5 questions and has 4 possible answers, the next 2 rounds has 4 questions and the fifth and final round has 3 questions.
The People Versus: Transmanitain Competes

***The People Versus: Transmanitain Competes*** was a Transmanian game show originally produced by Celador Productions adapted from the British version of the program called *The People Versus*, it was premiered on ATN. The central format was that the questions were sent in by the viewers.

## Format

Studio contestants who applied calling/texting a premium-rate number were asked trivia questions set by the public. The levels were as follows:

* Level one: one question worth Ð2,500, and four passes
* Level two: two questions worth Ð5,000, and three passes
* Level three: three questions worth Ð7,500, and two passes
* Level four: four questions worth Ð10,000, and one passes
* Level five: five questions worth Ð15,000, and no pass

The contestant will have a five-minute time limit to finish the rounds. Running out of time meant they lost.

If the contestant was stuck on a question, he or she could pass, but if they cannot pass any more, they must use a 'Flip'. A contestant had three flips at their disposal. These substituted the question for an alternative one on their specialist subject.

Finishing Round 5 meant that the contestant would bank the Ð15,000 and have the chance to restart from Round 1 again with their Flips restored. As in the first series there is an unlimited amount of money to be won.

If a contestant answered a question incorrectly or could not be completed answer within the time limit, then they were knocked out of the game. The person who set the question won Ð100. (Later in the series this changed to Ð50 for a Round 1 knockout, with no money being awarded for an elimination in a later round.) The Bong Game was then played.

The studio contestant had the choice of 3 Bong games. One of these three games did not have a bong in it all and went all the way to the money he had in play. A robotic voice read out increasing amounts of money. The aim was to stop the voice before the bong sounded. The contestant had to press a button to stop the voice and win whatever was shown on the screen.

If the contestant managed beat the bong, the rest of the money in play went to the person who caught the studio contestant out. If the studio player failed to beat the bong, then they would win nothing and the member of the public won all of the money in play. The contestant then found out where the bong would have come in.
Egotist Fane

**Egotist Fane** is one of the few magical people born of Earth. She is the enchantress of the human world and mentors Valkyrian Saga is Nazina Xion.

## Appearance

Enchantress EgotistNormal EgotistEgotist has curly blonde hair and bright blue eyes. When she is doing anything magic related, she wears a yellow long hooded dress. But when out in public; she wears a yellow short dress with purple ribbons, pink thigh high socks, and a black shrug with flats.

## Personality

Egotist may seem tough and cold, but she is really soft and kind once you get to know her. Especially towards her students, even if it seems like they're just ribbing onto each other in the wrong way. She loves to teach others about magic, sending time in the sun gardening, and cooking something new. She hates coffee, rock music, super hero movies, and scarves. She is 4,003 years old and has type AB blood.
Nazina Xion

**Nazina Xion** is a daughter of the high class Xion family and the "class clown" of Young Mage Academy. It was her idea of going to Earth, from being too bored of her life in Hex. She takes her friend, Valkyrian Saga, with her on this journey.

## Appearance

Nazina (Wiccan)Nazina (Human)Nazina (Mage)Nazina has orange hair that is tied into a low braid with green eyes. While in Hex and training with Egotist; she wears a moss green dress with a witch hat, a brown obi and leggings with shoes, a lime green belt, and a sea-foam green scarf. While in the human world; she wears a yellow hat, rainbow arm warmers, brown lace up boots, an olive green tank-top, and a neon blue skirt. When she's in a mage form, her hair is in a french braid bun. She wears a dark green long dress, a brown cape with a obi and boots, a golden head piece with a necklace and bracelets.

## Personality

Nazina is the kind of person who wants to do nothing but have fun. She is a sneaky trickster who will get herself, and the others around her into trouble. However, when it is really important, she'll always be loyal to her friends and will do whatever it takes to save them. She likes to pull pranks, any kind of art like painting, and pretty much anything nerdy. But she hates origami, puzzles, opera, and academics.
Axmit Sezin

**Axmit Sezin** is a Hex immigrant who moved to Earth with his parents and his little sister, Wickla. Axmit is the male cast member of Generation Hex.

## Appearance

Axmit as pale skin, black hair, and dark purple eyes. When he's using magic or with other magic users, he wears all black with a little bit of sliver. His magic gear is a shirt with one long sleeve, and turtle neck, pants, an arm warmer, and shoes with striped leg warmers. While he's with humans he wears gothic style clothes. His human outfit is a dark grey long sleeve turtle neck, a black skull t-shirt with shoes and moss brown pants.

## Personality

Axmit is patience with others and a deep thinker. He also has a great sense of humor and elegance. And he is very protection of Wickla. But because he is non-emtional and serious, most people find him mysterious. He's interested in gothic literature, enjoys zombie movies, and plays the cello. But he doesn't like any form of change, sports, and brightness. He is thirteen years old and has type A blood.
Love Connection

***Love Connection*** is a Transmanian television reality/hybrid dating game show based on the American format created by Eric Lieber, in which the singles can try to find the best date and/or to have something in common with each other "where old-fashioned romance meets modern day technology" its the show "Where you'll hear all the intimate details of a first date". According to the old intro: "Sometimes, our dates have a happy ending, and some other times, there's just an ending. But it's always unpredictable when two strangers meet, trying to make that *Love Connection*.
Astred Kemp

**Astred Kemp** is a normal human girl born and raised on Earth. She is the only member of the main cast that doesn't have any magical power.

## Appearance

   Astred is light brown hair with dyed lilac tips and light purple eyes. Unlike the others in the main cast, she does not have different outfits. She is always wearing a black and dark purple tank-top, mismatch leg warmer, lilac and lavender striped wrist bands, hair pins, and lavender elevated shoes.

## Personality

Astred is a hyperactive girl like she was no younger than five years old. She is also very adventures and doesn't need to think twice before jumping into whatever comes at her. This is the very reason why she hangs out with her magical friends. She likes fairy tales, writing, and anything related to magic. But she hates alien believers, bats, and dodge ball. She is sixteen years old and has type O blood.
Colour

As this memoir is heavily a time piece, much of the color within the drawings and art can be reflective of the period in which they were created.

When asked about the color in her memoir *We Are On Our Own*, Miriam Katin is quoted saying this:

"..I told him that I had always imagined that world and those times in black and white. Perhaps because I was most influenced by the photographs of those years. Most dramatically the few pictures taken of my father during the war.

This comes to show that the mood can be heavily affected in the story especially when consideration is placed of the time that it took place in.
Untitled Show

?

*?* is a Transmanian television game show that combines elements of *Press Your Luck*, originally produced by the Carruthers Company and its spinoffs.

## Format

Three contestants competed on each episode, usually a returning champion and two new challengers (if a champion retired undefeated, then three new contestants would appear on the next episode). Each game features three contestants competing in rounds of gameplay which consists of two question rounds and two "big board tower" rounds.

### Question rounds

Each game began with a trivia round, set in a grand luxurious lobby, required contestants to answer a series of multiple choice trivia questions. Each question began wth a toss-up and four possible answers will appear, open to all contestants. Once a contestant buzzed in and provided and answer from the other four, the host will read that response along with two additional options to the opponents. Contestants would earn three floors for buzzing in and giving the correct answer, and one floor for choosign the right answer from the options. If no one buzzed in, the host would read the four possible answers, allowing each contestant a chance to earn a floor by selecting the correct one. There was no penalty for an incorrect answer, but if a contestant failed to respond after buzzing in, they will be frozen out of the question, with the host revealing the answers to the opponents.

Once all floors had been played, a second round of trivia questions followed with the same rules as before but different.

### Big Board Tower rounds

Once the question round was completed, the game moved to the "Big Board Tower" round. In this round, contestants would utilize their accumulated floors to navigate a towering structure of elevators. Unlike *Press Your Luck* where the players memorize the game board that bounced around, The tower consisted of 21 levels, each offering prizes and risks. Each floor on the board held exciting bonuses, cash amounts, prizes, and the notorious "Zwinger". Landing on a cash or prize space adds its value to the contestant's total, while landing on a "Zwinger" resets the total to zero and plays a short animation involving the "Zwinger" for the viewing audience. Any contestant who lands on the "Zwinger" a total of four times is immediately eliminated from the game and forfeits all remaining floors. When a prize is hit, a new one is put on the board to replace it. The contestant can pass the remaining floors at any time during his or her turn, if a player has a fear of a zwinger. Remember, if a player gets 4 zwingers in a row, a a player is out of the game immediately.

The second half of the game also consists of a question round followed by a "big board tower" round. Initial control for the latter is given to the contestant with the lowest score, and the cash and prize values are higher than in the first round. Once all spins have been exhausted, the contestant with the highest score becomes the champion and keeps everything they have accumulated, while the other two receive parting gifts.
Bradmore & Covalo Productions

**Bradmore & Covalo Productions** (also known as either **Ian Bradmore-Samuel Covalo Productions**, **Bradmore & Covalo Entertainment** or **Ian Bradmore & Samuel Covalo Productions**) is a Transmanian independent television production company that was formed in early 1970s by Ian Bradmore and Samuel Covalo after the Quiz Show Scandals in the US.

## History

Since 1977, Bradmore & Covalo first concentrated on creating governmental-lottery game shows.
Tic Tac Dough (1957 Transmanian game show)

***Tic Tac Dough*** is a Transmanian television game show of the American version of the same name based on the paper-and-pencil game of tic-tac-toe. Contestants answer questions in various categories to put up their respective symbol, *X* or *O*, on the board. It was broadcast on TBITV from 1957 to 1959. It was produced by Transmanian International Pictures.

## Game Format

Two contestants, one a returning champion playing "X", the other the challenger playing "O", faced a tic-tac-toe style game board. On the board are nine categories in nine boxes. The contestants, in turn, picked a category, then the host asked a question under that category. A correct answer won the box by placing his/her symbol in it, an incorrect answer meant the box remained unclaimed. After each turn (originally after each round), categories shuffled to different positions. The object of the game was to place three Xs or Os in a row, either across (horizontally), up and down (vertically), or diagonally. Along the way, correct answers also added money the pot. In the daytime run, the outside boxes were worth £100, while the centre box was worth £200. In the nighttime run, the outside boxes were worth £200, while the centre box was worth £300. The questions in the centre box were tougher; in fact, they were all two-parters, and the player in control was given extra time to think it over. The first player to get tic-tac-dough won the game became *Tic Tac Dough* champion and took all the money in the pot. If the game ended in a tie (eight boxes for both players with no chance for a win, or the board was completely filled-up), a brand-new game was played and the pot continued growing from the last total amount from the previous game. Challengers ("O" players) won money for each tie should he/she lose.

Champions from this version can decide to either continue playing or retire from the show. If the challenger won, the money in the pot was taken out of the former champion's grand total, potentially leaving the former champion with nothing. Losing challengers won £100 for each tie game.
Interviews

In this interview, **Nicolas Verstappen** speaks to Miriam about her specific monochromatic color choices in *We Are on Our Own*.

Here, she says: "When Chris Came Asking : 'What about color?' I told him that I had always imagined that world and those times in black and white. perhaps because I was most influenced by the photographs of those years."

http://www.du9.org/en/entretien/miriam-katin1151/

TV Interviews:

Jewish News One - https://www.youtube.com/watch?v=6OcJ4auLjAI

Radio interview:

CBC Radio October 4, 2013

Studio 360 / WNYC April 13, 2007
Babushka (game show)

***Babushka*** is a Transmanian television game show based on a format created by Israeli producer-distributor Armoza Formats and also based on the babushka doll (also known as a matryoshka doll). Developed and licensed in the RT by Picador Entertainment. It was piloted in 2015 before it got picked up and commissioned as a series. It premiered on TBN in 2016.

## Format

There are 10 dolls: Angelina, Anastasia, Katya, Natalya, Nushka, Olya, Sonya, Svetlana, Tatiana and Viktoriya. The team of two must choose eight out of the ten dolls to open in turn. Two are completely empty, two contain Ð500, two contain Ð1,000, two more go to Ð2,000, one goes all the way to Ð5,000 and the top babushka contains Ð10,000. Before they may open each doll, they are presented with a multiple-choice question with three possible answers or a true-or-false question. Should they get this correct, they have the chance to open the doll in play, gambling whether to keep opening the successive smaller dolls inside—for example the Ð10,000 doll would contain smaller dolls worth Ð500, Ð1,000, Ð2,000, Ð5,000 and Ð10,000. Other dolls won't contain all of these. If they push their luck too far and reveal nothing inside the current doll, they lose any money banked. They can, at any time, stop opening the doll, bank what is currently showing and proceed to the next question. If they answer their question incorrectly, the players will lose all their banked money.

To help, contestants have two lifelines and a third, conditional lifeline: Switch, Peek, and X-ray, respectively. Switch allows the contestants to swap their question and answer a different one. Peek allows them to look at one hidden level of a doll. The X-ray lifeline allows the team to view everything inside one doll, however this is only attained by having banked at least Ð5,000 by the end of their fourth doll. Lifelines can be used at any point, however only the X-ray can be used on the final doll. If any money is won at the end of the game, the team is offered the choice of taking their money or gambling it all for a chance to double their winnings by selecting the matryoshka doll containing a gold center. There are two dolls on the table at this stage—one black and one white. The players go home empty-handed if they pick the empty doll.

After a single game has finished, the dolls are randomiszed for the next two contestants to play in the next game.
Power of 10

***Power of 10*** is an international Sony Pictures Television game show format featuring contestants predicting how a cross-section of local people from the host broadcaster's country responded to questions covering a wide variety of topics in polls conducted by the broadcaster and production company.

## Rules and gameplay

Two contestants attempt to predict the results of polls in a best-of-five elimination round. A question is read (e.g., "What percentage of Americans said they are afraid of circus clowns?") and the two contestants are given ten seconds to lock in their guess using a dial to select a percentage. If a contestant has not locked in their guess after ten seconds, the computer locks in the percentage on which the contestant's dial rests. The player who comes closest to the actual percentage earns a point. The first player to earn three points advances to the money round to play for the top prize.

In the money round, the contestant is given similar questions and specifies a range of values on a scale from 0% to 100% that they believe includes each correct answer. The size of the range decreases with each question as cash awards increase:

 2
 3
 4
 5

For the first three questions, the correct answer to the question is revealed once the contestant locks in an answer by pulling down a handle or lever. For the £1,000,000 question, the correct answer is only revealed if the actual percentage is outside of the contestant's range. If the contestant correctly answers the £1,000,000 question, they are then given the chance to win £10,000,000 by picking the exact percentage (rounded to the nearest percent) out of that 10% range.

Missing a question ends the game. Contestants who miss either the £1,000 or £10,000 question leave empty-handed. From the $100,000 question onward, missing a question decreases the contestant's winnings "by the power of 10", meaning that he/she leaves with 10% of the money accumulated to that point.

For each question, audience members make exact-percentage guesses in order to show the contestant a full sample of the results for help in answering. Contestants can also ask an in-studio relative or friend to give an opinion before locking in an answer; contestants can also adjust their choice, if necessary, to elicit reactions from the audience or their friend/relative. Contestants can stop the game and take the money that they currently have at any time before locking in an answer.

Unlike most other game shows, the host is not made aware of the correct answers ahead of time, so Carey may help contestants think through questions and offer his own opinions about possible answers.
Big Synergy Productions

**Big Synergy Productions** (stylised as **BIG** **Synergy Productions**, formerly **BIG Synergy Television**) is a Transmanian television production company which was founded in the 1990s by producer Brian Anderson. The company is best known for creating and producing television game show formats *Who Wants to Be a Millionaire?* (1999-2007), *Greed* (2000), *Survivor* (2000-2007), *Winning Lines* (2000-2001), *The Weakest Link* (2001-2004), *The People Versus: Transmania Competes* (2001), *Heat Exhaustion* (2001), *Treasure Island* (2001), *Twister* (2001), *Fear Factor* (2002), *The Chair* (2002), *The Chamber* (2002), *Double Cross* (2002-2003), *Total Recall* (2003-2006), *Duel* (2008-2009).
Media Appearances

## The Israeli Cartoon Museum | May 5, 2015

Miriam Katin displays her graphic novels "We are on our own" and "Letting it Go". Her speech addresses cartooning, anti-antisemitism and contemporary culture.

https://www.youtube.com/watch?v=eX4ZzavPuDs&t=66s

## Jewish News One m| May 31, 2013

In this news network, Miriam speaks about her first graphic novel and her and her mother's struggles escaping from Nazi occupied Budapest. She also speaks about her new book, "letting it Go".

https://www.youtube.com/watch?v=6OcJ4auLjAI&t=109s

## MoCCA Arts Fest | May 23, 2013

Moderated by Dan Nadel, the panel is filled with three guests: Bob Fingerman, Miriam Katin and Stan Mack who are all art enthusiasts.

https://www.youtube.com/watch?v=e\_N9u5STsBs
Images

The images of “We Are On Our Own” take on the style of a rough sketch, possibly to symbolize flashbacks of difficult times – similar to a dream or something like a state of being in a nightmare. Considering the WWII setting, this is quite the appropriate style of art.  The visuals also help the experience to be more inviting than that of more realistic artwork.  This allows the audience to stomach the content a little better, and not feel so overwhelmed by moments of sadness and terror.  Key characters, actions and emotions can also become the focal point more easily through such sketches.

This can be shown within the dark and expressive style within this memoir,

http://i412.photobucket.com/albums/pp206/Nymeth\_2/OnOurOwnBW.jpg

AR
Biography - Adult Life

In 1969 at the age of 26, Katin's first son was born and in 1973 at age 30, she had her second son.

During the years of 1981-1990 (ages 38 - 47),

Katin moved back to Israel in 1981 ad the age of 38, while her parents stayed in New York. She worked as a Background Designer for Ein Gedi Films in Israel from 1981-1990

From 1991 - 2001 (Age 48 - 58) Katin moved back to New York to worked as a background designer for Jumbo Pictures, MTV Animation and Disney Studios. She also illustrated children’s books for Mondo Publishing.

In 2000, she published her first comic, "Mittel Europa Rerun".

In 2001, she published the comics, "Oh to Celebrate!", "Parfait" and "The Seven Sweet Spoonfuls of Understanding"

In 2003, she published the comics, "The Ring of Meryem", "Theomimesis" and "Bronka, Yonkey, Tzila, Dolek, Shabbetay, Katz and McNamara".

In 2006, she published her first book, "We Are On Our Own" and the comic "Eucalyptus Nights".

In 2007, she published the comics, "The way we must live", "In Plain Sight" and "Curried Away".

In 2008, she published the comic "Petite Cousine Et Grande Historie".

In 2009, she published the comic "Live Broadcast"

In 2011, she published the comics, "Six Short works Translated to Hungarian"

In 2014, she published the book, "Letting it Go"

In 2015, she published the comic, "Two Page Comic". An original work was also created for Drawn and Quarterly's 25th anniversary entitled "A Certain Hunger".

Recently, she has attended the Singapore Writer's Festival (2016) and has work being featured at Undercurrent Projects in New York City.
Cultural Context

There are significant religious elements in her memoir. This contributes significantly to the cultural context of the events unfolding. This is visualized through the Nazi's violent force against Jewish people. The widespread of the Nazis in Europe had become so prominent at the time that many fell victim to their violent ways. This violent and dictatorship became the cultural context of which to base many of Miriam's books on. Politics and Religious culture became a clash as it affected the treatment of individuals.

This became the culture of Europe. This became the cultural context of Miriam's graphic novels.
Voice and Tone

The voice and tone of Miriam’s memoir was mature. With content such as “You swine! I know where your Jew whore is hiding!” (Pg.46). although children are present in the memoir, their setting is the complete opposite of childlike. The text is written in capital letters and is stylized to show someone is yelling or afraid. It could also be argued that voice and tone is often set by the visuals and not just the text. Someone could understand just by seeing the body language of the characters.

The link I have included below is of an overview of the different uses of tone in writing

https://www.youtube.com/watch?v=2Y1nkEf0rAM
Historical Context

## WWII

Miriam Katin was born in 1943 in Budapest, Hungary during WWII (1939 - 1945).

In March 1944, Germans occupied Budapest. Over 184,000 Jewish people inhabited Budapest at the time. The Germans began murdering Jewish people and only approximately 119,000 survived the invasion.

### Seige of Budapest (1945)

In 1945, Soviet Union and Romanian troops sieged Budapest forcing the Germans to retreat and destroy Danube bridges. WWII severely damaged the city of Budapest and killed almost 200,000 residents.

Here’s a link to a video of Budapest in 1943.
Influences

In interviews, Miriam Katin has explained some of the important influences on her work. She believes that being Jewish is her biggest influence.

Q. How did you get into cartooning?

Miriam Katin (MK): I am doing comics and it is different from cartooning. I think. During my work in animation I met artists who did comics and I felt that with this method, much drawing and not much text, I can tell my stories.

Q: How does your Jewish identity influence your work?

MK: In every way since all my work is coming from being Jewish. My place in history, relationships, my faith or the lack of it etc.

Read the whole interview at Jewish Women’s Archives.

Q: I feel some Raymond Briggs influence in your art. I’m maybe wrong but I had to ask…

MK : Raymond Briggs came up in many reviews of my work and I had to look up who he was. I did not know about him and other great comic artists as I actually I was really new to the comic world.

Read the whole interview at du9.
Purpose

Awareness, inspiration, catharsis and historical reference can be seen as the purpose of this graphic novel. It is an important story that has an impact. People seem to forget important memories over time too easily. This graphic memoir will hopefully help to keep these important memories and give insight into the emotions and conditions that were lived through.

It can be beneficial to both the writer and the reader to have an experience through a graphic memoir like “We Are On Our Own”. The article below talks about some benefits that could come from these kinds of works.

http://memoriesandmemoirs.com/2012/03/01/memoir-writing-a-creative-path-to-self-awareness/
Miriam Katin We Are On Our Own Wiki

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Editing

The most noticeably present form of editing in the book which would also be seen as part of the art style was Miriam’s use of color or the lack of it. In We Are On Our Own for small parts the book switches from the past to the present and that is when the color difference is shown. When Miriam is talking about the past hardships she has her illustrations in simply black and white to show the bleakness of that time and to try to give off that feeling even at a glance while when she fast forwards to her time when she is showing her life after these hardships when everything is peaceful and good she illustrates the images with colors. This contrasts with the black and white of the past to emphasize that while the past was horrible and sad the present was peaceful and happy.

Below is an image example from the book to help show what I was talking about with contrasting colors relating to contrasting times/emotions

https://www.drawnandquarterly.com/sites/default/files/styles/creation-gallery/public/images/creations/gallery/We%20Are%20On%20Our%20Own/ON\_OUR\_OWN-05\_1.jpg?itok=Mm-JIpMx

Below this is a link to a book that talks about other books written about the Holocaust that mentions Miriam and We Are On Our Own

https://books.google.ca/books?id=yCg8S0d6-vMC&pg=PA167&lpg=PA167&dq=we+are+on+our+own+a+memoir+by+miriam+katin+writing+style&source=bl&ots=sHrdc8Rfg\_&sig=szZuFzhAW7jQRYSeHxe\_8CNb1Kg&hl=en&sa=X&ved=0ahUKEwicvo\_akIfTAhVq64MKHfbtC-wQ6AEIUjAJ#v=onepage&q&f=false
Career Low and High Points

High Points:

Background Designer, New York 1991-2001

* Jumbo Pictures
* MTV Animation
* Disney Studio

Served in the Israel Defense Forces as a graphic artist 1960-1963

Background Designer for Ein Gedi Films (1981-1990) in Israel on Short called “Lights”

Published first comic, "Mittel Europa Rerun" (2000)

Published first book, “We Are On Our Own” (2006)

* Won Grand Prix de la Critque (2008)
* Inkpot Award (2007)
* ACBD, l’Association des Critiques et Journalistes de Bande Dessinee

Katin essentially has no low points in her career. She has published and continues to publish various works since 2000.
BulletTime Entertainment

**BulletTime Entertainment** (originally Heartcrest Entertainment, formerly known as Quinn & Gibbons Productions, known as either Quinn Productions or Bulletproof Entertainment) is a Transmanitainian film and production company founded in 1988 by Stephen Quinn and his principal producer, Perry Gibbons. The company specialiszes in the creation and development of popular quiz/game show competition, reality and unscripting formats for film and television both nationwide and worldwide.

## Shows created

### As BulletTime Entertainment (1998-present)

* *Who Deserves to Fight Against The Heptahedron?* (2000-2004)
* *11 Rounds* (2002 Pilot)
* *The Hourglass* (2002-2004)
* *Captive* (2005)
* *Bet On Your Luck* (2005 Pilot)
* *Are You Clueless?* (2005)
* Untitled Show 1 (2005)
* *Number Craze Mayhem* (2006)'
Outstanding Scenes

Early on in the memoir, Esther receives a figure of Saint Anthony from Anna. She hopes that this item would provide protection to the runaways.

When Miriam latches on to Saint Anthony, this can be seen as a display of her religious belief and the feeling of being protected. When Saint Anthony is lost in the storm, this perhaps can show a transition into a state of being a non-believer.

One of the final images and moments in the story is when Miriam is essentially established as a non-religious as her son asks how God could create the world in 6 days. Miriam replies that it is more of a story than the absolute truth.