A game show in which the contestants compete to "say what you see!" and "if you see it, say it!" as an image representing a famous phrase, saying or catchphrase is slowly revealed by an electonic creation, Mr Chips, on a giant screen in the studio.
Roy Walker hosts this fast, high tech game show for all the family. There are no questions, just a barrage of new, brilliant and inventive animations, specially created to depict familiar expressions and well-known sayings, collectively known as Catchphrases.
In the main game, at the start of each round, one contestant msut stop a randomizer consisting of money amounts by hitting his/her button. The value landed on would be the amount for the normal catchphrases in that round.
The computer would slowly draw a catchphrase on the screen. When it was done, a bell would ring; the contestants could then buzz in and try to guess the answer. If the player that buzzed guessed wrongly, the other player would be offered the chance to guess. If a player guessed correctly, he/she would win the predetermined amount and have a chance to solve the Bonus Catchphrase. If one player got a normal catchphrase wrong and the other player incorrectly guesses the same catchphrase, the game would just continue with neither player getting the predetermined amount of money or a chance at solving the bonus catchphrase.
A correct answer won the contestant the predetermined money amount, plus a chance to solve the Bonus Catchphrase, which was hidden behind nine squares with the show's logo on each. The contestant chose a square by hitting his/her buzzer to stop a randomiser on one of them. That square was then removed, and the contestant had five seconds to come up with an answer. If they were right, they won the amount of money in the Bonus Bank. If not, another normal catchphrase was played. If the Bonus Catchphrase was not solved after all nine squares had been removed, normal catchphrases would be played without the bell, the first contestant to buzz in and answer correctly winning the amount of money remaining in the Bonus Bank. Depending on how long it took to solve the bonus catchphrase, another game would be played with a higher possible amount in the randomiser and a larger amount in the Bonus Bank.
Ready Money Round
This round followed a similar structure to a standard round except that all normal catchphrases were worth a fixed amount of money and there was no bell, so the contestants could buzz in and answer them whenever they wished and as many times until the puzzle is solved or time runs out. If the end of game klaxon sounds and the Bonus Catchphrase had yet to be solved, the panels would be gradually removed until a player buzzed in with an answer. If neither player guessed correctly, a normal catchphrase would determine who won the Bonus Bank money.
In the Super Catchphrase, the winning contestant faced a 5x5 board of 25 squares, each marked with a letter from A to Y in ascending order. The contestant chose a square and attempted to solve a catchphrase behind it. The aim was to get five squares in 60 seconds to win the luxury star prize.