Wipeout Wiki

Season 2 is the second season of Wipeout. It ran from February 1, 2009 to September 16, 2009.

Qualifier[]

Round 2[]

Sweeper[]

The twelve contestants stand on 10-foot-high pedestals as the arm moves in a sweeping motion. They must jump over the arm to avoid being knocked into the water below. As time goes on, the arm will move faster and faster and rise higher and higher. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.

Versions[]

Gyro Sweeper (Episodes 1 and 9): The twelve contestants stand on 10-foot-high pedestals as the Sweeper moves in a circular motion. They must jump over the Sweeper to avoid being knocked into the water below. But when John Henson pulls the magic lever, the gyro arm at the end of the Sweeper will begin to gyrate in a circular motion as well. Then they’ll have to time it correctly and decide whether to jump over or duck under the gyro arm. As time goes on, the Sweeper and the gyro will move faster and faster. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Classic Sweeper (Episode 3): The rules are the same from Season 1.
Mace Sweeper (Episode 6): The twelve contestants stand on 10-foot-high pedestals as the Sweeper moves in a circular motion. They must jump over the arm and dodge the hanging mace to avoid being knocked into the water below. As time goes on, the Sweeper will move faster and faster and rise higher and higher. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Gyro Sweeper (with distracting fingers) (Episode 7): The twelve contestants stand on 10-foot-high pedestals as the Sweeper moves in a circular motion. They must jump over the Sweeper and through the fingers to avoid being knocked into the water below. But when John Henson pulls the magic lever, the gyro arm at the end of the Sweeper will begin to gyrate in a circular motion as well. Then they’ll have to time it correctly and decide whether to jump over or duck under the gyro arm. As time goes on, the Sweeper and the gyro will move faster and faster. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Sack Gyro Sweeper (Episode 11): The twelve all-star contestants stand on 10-foot-high pedestals while wearing sacks as the Sweeper moves in a circular motion. When John Henson pulls the magic lever, the gyro arm at the end of the Sweeper will begin to rotate as well. They’ll have to time it correctly and decide whether to hop over or duck under the gyro arm to avoid being knocked into the water below. As time goes on, the Sweeper and the gyro will move faster and faster. The final six all-star contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Gyro Crusher (Episode 13): The twelve contestants stand on 10-foot-high pedestals as the Crusher moves in a sweeping motion. They must jump through the Crusher to avoid being knocked into the water below. But when John Henson pulls the magic lever, the gyro arm at the bottom of the Crusher will begin to gyrate in a circular motion as well. Then they’ll have to time it correctly and decide whether to jump over while avoiding the top arm or duck under the gyro arm. As time goes on, the Crusher and the gyro will move faster and faster. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Ball Crusher (Episode 15): The twelve contestants stand on 10-foot-high poles as the Crusher moves in a sweeping motion. They must jump through the Crusher and the hanging balls to avoid being knocked into the water below. As time goes on, the Crusher will move faster and faster and squeeze tighter and tighter. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.
Cheese Sweeper (Episode 16): The twelve contestants stand on 10-foot-high pedestals as the Sweeper moves in a circular motion. They must jump over the arm and the wedge of cheese to avoid being knocked into the water below. As time goes on, the Sweeper will move faster and faster and rise higher and higher. The final six contestants standing move on to the next round, and the last person standing wins a $1,000 bonus.

King of the Mountain[]

The twelve contestants stand on 10-foot-high pedestals as a platform moves in a circular motion. They must jump onto the platform, make their way to one of the stairways, and climb up to one of the six spots on the edge of the mountain. They also have to avoid two giant clubs (and sometimes rubber donuts) rotating in the opposite direction. If they wipeout, they must head back and start all over. The first six contestants to make it onto the mountain move on to the next round.

Variations:[]

In the Wipeout Bowl Special, contestants had to carry a football with them the entire time.
In episode 8, couples had to have both members on the mountain, so there could be six contestants on the mountain and no one moving on.
In episode 12, contestants were given dodgeballs to throw.

Round 3[]

Dizzy Dummy 2.0[]

There are four rounds. First, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it’s on to the Spinner, where they have to go through an additional obstacle placed at the top (i.e., a keyhole, door, bungee web, or goalposts) before they can move on. Then they race across one of two obstacles. First person to the platform advances to the Wipeout Zone. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time take on the other obstacle. First person to the platform there will move on, and the others will spin again.

Obstacles[]

  • Wipeout Bowl I: Cheerleaders vs. Couch Potatoes - Field Goal Spinner, Teeter Totters, and Keg Run (with football theme)
Rules: There are four rounds. First, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it’s on to the Spinner, where they have to climb through the goalposts before they can move on. Next, it’s the Teeter Totters, and the first person to the platform goes to the Wipeout Zone. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time do the Keg Run. First person to the platform there will move on, and the others will spin again.
Rules: There are four rounds. First, the six contestants are strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it’s on to the Spinner, where they have climb through the door before they can move on. Next, it’s on to the Tippy Tables. First person to the platform moves on. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time do the Barrel Run. First person to the platform there will move on, and the others will spin again.
Rules: For four rounds, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then they move on to the Spinner, where they have to navigate their way through the bungee web. Next, they move on to the Sack Launch, "sack" because it’s a giant sack of air, and "launch" because when you’re on it and another person jumps on, you get launched. The first person to make it to the platforms moves on. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time attack the Zig Zag Buoy Run. First person to the platform there will move on, and the others will spin again.
  • Episode 5 - Bungee Web Spinner, Teeter Totters, and Crazy Beams
Rules: There are four rounds. First, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then they’ll take on the Spinner and navigate through the bungee web. Then it’s on to the Teeter Totters, and the first person to the platform moves on. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time, they do the Crazy Beams. First person to the platform there will move on, and the others will spin again.
Rules: There are at least four rounds. First, the three couples will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it’s on to the Spinner, where they have to climb through the keyhole before they can move on. Next, it’s on to the Sweeper Buoy Run, and the first person to the platform doesn’t have to spin again, but they don’t have a spot in the Wipeout Zone until the other member of the couple wins a round as well. So the remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time do the Rope Swing. First person to the platform there will win, and the others will spin again.
Rules: There are four rounds. First, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then they face the Spinner and attempt to make the dizzy even dizzier. Once through the keyhole at the top, they must make it through the Buoy Run. First person to the platform moves on. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time do the Wall Squeeze. First person to the platform there will move on, and the others will spin again.
Rules: For four rounds, the six contestants will all be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it’s on to the Spinner, where they have to make their way up through the bungee web. Next, they’ll have to face Beam Walk Dodgeball. First one to the platform moves on. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time, they navigate the Blue Ball Run. First person to the platform there will move on, and the others will spin again.
Rules: There are four rounds. First, the six contestants will be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then they’ll face the Spinner and attempt to make the dizzy even dizzier. Once through the bungee web, they must make it over the Topple Towers. First person to the platform advances. The remaining five get back on the Dizzy Dummy, spin, and run the course again, but this time challenge the Slippery Snakes. First person to the platform there will move on, and the others will spin again.
Australia Special[]
  • Episode 15 (Australia Special) - Pole Vault and Doughnut Run
Rules: There are four rounds. First, the six contestants will be strapped to the Dizzy Dummy and spun around until they’re good and dizzy. Then it's on to the Pole Vault, and the first person to the platform moves on. The remaining five get back on the Dizzy Dummy, spin, and run again, but this time do the Doughnut Run. First person to the platform there will move on, and the others will spin again.

Slippery Course[]

There are four rounds. First, the six contestants will all start at the top of the Slick Slide, where it’s a race to the bottom and dash toward Branch in the Face. They must then attempt one of two obstacles placed over a mud pool: one situated directly on it, and the other placed on a slippery slope known as the Slippery Wall, which features either a series of ropes, spinning triangles, or spinning pegs on it. Finally, they must get onto the center platform at the top of the Spinner. In episodes 7, 13, and 16, there were six pillars (four on the outside and two closer to the center platform at the top). The first person to do so in each round moves on to the Wipeout Zone.

Obstacles[]

  • Episode 1 - Slick Slide, Branch in the Face, Bullseye Buoys, Slippery Wall with Ropes, and Spinner
Rules: There are four rounds. First, the six contestants will all start at the top of the Slick Slide, where it’s a race to the bottom and dash toward Branch in the Face. Then it’s on to the Bullseye Buoys, shifting platforms that are specially designed for wipeouts, and finally, the Spinner, where the first person to stand up on the center platform advances. The remaining five then have to run the course again, only this time, they face the Slippery Wall, where they’ll have to use the ropes to make their way across to the other side. Like before, one person advances while the others then run the course again.
  • Episode 7 - Slick Slide, Branch in the Face, Bouncy Beam with Sweepers, Slippery Wall with Spinning Triangles, and Spinner with Pillars
Rules: There are four rounds. First, the six contestants will all start at the top of the Slick Slide, where it’s a quick slick race to the bottom and right to Branch in the Face. Then it’s a balancing act across the Bouncy Beam, all the while trying to avoid the four sweeper arms. First person to make onto the Spinner and stand on the center platform advances. The other five go at it again, this time facing down the Slippery Wall with three spinning triangles. The winner advances, and the rest will do it again.
  • Episode 13 - Slick Slide with Colored Balls, Branch in the Face, Mesh-Mash Run, Slippery Wall with Ropes and Spinning Triangles, and Spinner with Pillars
Rules: For four rounds, the six contestants will all start at the top of the Slick Slide, where it’s a quick race to the bottom and burst through colored balls and right to Branch in the Face. Then it’s on to the Mesh-Mash Run, where they must climb across the rubber belt to the other side. Then it’s on to the Spinner. First person to stand on the center platform advances to the Wipeout Zone. The remaining five run the course again, but this time, they take on the Slippery Wall with ropes and spinning triangles. Again, first person to the center of the Spinner moves on. Everyone else - they run again.
  • Episode 16 - Slick Slide with Cereal, Branch in the Face, Bucking Buoys, Slippery Wall with Spinning Pegs, and Spinner with Pillars
Rules: There are four rounds, which all begin at the Slick Slide, where the six contestants will have to make their way down the slide and through a helping of breakfast cereal. Then they’ll take a path through Branch in the Face on the way to the Bucking Buoys. And finally, the Bumper Spinner. First person to stand on the center platform moves on to the Wipeout Zone. The rest head back to the beginning and run again, but this time, they take on the Slippery Wall with three spinning pegs. One person there will advance, and the rest will run it again.

Rocket[]

Each of the six contestants must stay on the flying rocket ship for as long as possible. It’s 15 feet in the air and at the end of a rotating arm and has lots of turbulence. They also have to avoid being knocked off by one of the planets in the Wipeout Galaxy. As time goes on, the rocket ship will move faster and faster. The longest four times move on to the Wipeout Zone.

Variations[]

In episode 3, there were meteor showers.
In episode 6, contestants had to deal with Astronaut Major John Henson spraying rocket fuel at them.

Bucking Bull[]

Each of the six contestants must stay on the mechanical bull for as long as possible. It’s 15 feet in the air and at the end of a rotating arm. As time goes on, the bull will move faster and faster and buck harder and harder. The longest four times move on to the Wipeout Zone.

Variations[]

In episode 11, contestants had to go through red capes hanging from above.

Wipeout Zone[]

Season 2A[]

1. Aqua Launch: A bumpy water ramp contestants slide down on an inner tube, a sled, a bodyboard, a kayak, or their backs and attempt to control their launch into the Wipeout Zone.
2. Raging Rapids: A steep ramp with water flowing down that contestants must climb up and try to avoid being washed away by a onetime 1,000-gallon tidal wave. This tidal wave has varied during the series:
In Wipeout Bowl I: Cheerleaders vs. Couch Potatoes, the tidal wave featured sports drink.
In episodes 2, 4, 5, 10, and 14, the tidal wave featured water.
In episode 8, the tidal wave featured mud.
In episode 12, the tidal wave featured blue drink.
3. Climbing Wall: A wall above a narrow sloped ledge contestants must cross using handles.
4. Crazy Sweeper: A zigzag beam followed by six pedestals that contestants must run across to the other side while being chased by two sweeper arms featuring large cubes and cylinders on them.
Variations:
In Wipeout Bowl I: Cheerleaders vs. Couch Potatoes, the sweeper arms featured footballs and pon-poms on them.
In episode 4, there were six hanging demolition balls.
In episode 8, there were two distracting curtains of noodles.
In episode 12, there were six brutal punching bags.
5. Turntables: Three spinning platforms with varying obstacles that contestants must cross. When they stand up with both feet planted on the last turntable or the finish platform, the clock will stop.
Variations have included:
Tackle Dummy Turntables (Wipeout Bowl I: Cheerleaders vs. Couch Potatoes): Three turntables with tackle dummies that contestants must cross to reach the finish platform.
Bumper Turntables (Episodes 2 and 14): Three turntables with pillars that contestants must cross and stand up with both feet planted on the last one to stop the clock.
Wedge Turntables (Episodes 4 and 10): Three turntables with wedges that contestants must climb up and over or hold onto before they can jump to the next and climb to the top of the last one to stop the clock.
Torrential Turntables (Episode 5): Three turntables being showered by icy cold water that contestants must cross and stand up with both feet planted on the last one to stop the clock.
Foamy Turntables (Episode 8): Three turntables filled with foam that contestants must cross to reach the finish platform.
Dodgeball Turntables (Episode 12): Three turntables filled with dodgeballs that contestants must cross while staying below the wrecking balls to reach the finish platform.

Season 2B[]

1. Catapult: A chair at the end of a long arm that launches contestants through the air into the water below.
2. Gears of Doom: Three large rotating gears that must be traversed. After at least one wipeout, contestants can either try again or move on and take a time penalty.
Variations:
In episodes 6 and 16, the gears had teeth on them.
In episode 9, the gears were covered with trampolines.
3. Scary-Go-Round: A pair of bridges circling in opposite directions. Contestants must cross the bottom plank while avoiding the sweeper arm, head up the stairs in the middle, then make it across the top arm to the other side.
Variations:
In episode 6, there were three teeth, while in episode 16, there was just one tooth.
In episode 7, there was a curtain contestants had to jump through.
In episodes 9 and 11, four of the six stairways were blocked, while in the latter episode, there were two wrecking balls contestants had to jump past.
4. Gauntlet - made up of three obstacles:
1. Piston Punch: Three water spraying pistons that punch out into the walkway. Contestants must cross the walkway without being punched by the pistons into the water.
2A. Turntable: A spinning platform with varying obstacles that contestants must cross.
Variations have included:
Foamy Turntable (Episode 1): A turntable filled with foam that contestants must jump into and out of to the platform.
Bumper Bally Turntable (Episode 3): A turntable with balls attached to posts that contestants must jump onto and off to the platform.
Gazebo Turntable (Episode 7): A turntable with a gazebo that contestants must jump onto and off to the platform.
Wedge Turntable (Episode 9): A turntable with a wedge that contestants must climb up and over before they can jump to the platform.
Bumper Turntable (Episodes 11 and 13): A turntable with pillars that contestants must jump onto and off to the platform.
2B. Blades of Fury: Two windmills contestants have to jump through without being knocked off into the water.
3. Drop Bridge: A narrow beam that suddenly drops out from under contestants at any time as they cross it to the finish platform.
Variations:
In episodes 6 and 16, the bridge had three teeth on it.
Zone-Wide Variations:
In episode 3, the zone was covered in foam.
In episodes 6 and 16, the zone was covered in teeth and water cannons.

Australia Special[]

1. Killer Surf: A 45° water ramp contestants slide down on a lie lo and into the water below.
2. Barrel Run: A narrow ramp that contestants must run up and jump over a series of barrels rolling down.
3. Water Wall: A wall with water pouring down above a narrow ledge contestants must cross using handles.
4. Spinner: A rotating slippery surface covered in padded barricades that contestants must jump onto, and then make an 8-foot leap to the platform on the other side.
5. Rolling Log: A slippery log rotating to the left that contestants must run across.
6. Launch Pads: Two trampolines at different elevations and distances that must be crossed to reach the finish platform and hit the buzzer to stop the clock.