Lists

Picture of a TV show: SpongeBob SquarePants
Picture of a TV show: The Adventures of Jimmy Neutron, Boy Genius
Picture of a TV show: adventure time with finn & jake
Picture of a TV show: the fairly oddparents
Picture of a TV show: Family Feud
Picture of a TV show: Wheel of Fortune
Picture of a TV show: Wipeout
Picture of a TV show: The Price Is Right
Picture of a TV show: Deal or No Deal
Picture of a TV show: Take the Money & Run
Picture of a TV show: Brain Games
Picture of a TV show: The Suite Life of Zack & Cody
Picture of a TV show: My Babysitter's a Vampire
Picture of a TV show: Wizards of Waverly Place
Picture of a TV show: Big Time Rush
Picture of a TV show: Good Luck Charlie

59 Shows, 1 Movie

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Picture of a TV show: Press Your Luck
shows

Press Your Luck

1983
Three contestants one a returning champion competed in this game of strategy. The game consisted of two rounds, each with two parts. In the first part of each round, host Tomarken read a toss-up question; the first to signal is given a chance to answer. That response, plus two other possible answers are then listed, with the other two contestant then given a chance to choose from the three listed answers. A correct answer earned the first contestant three spins and his/her opponents one spin each. Four such questions were played; the players used the spins to accumulate cash and prizes on an 18-space board. One contestant at a time is in control of the board; he/she stopped a randomly-flashing cursor by pressing his signal device (and usually the scream "STOP!"). The contestant wins whatever appears in the lit space a cash amount, a prize, perhaps an extra spin or other action space ... or it could be a Whammy, which caused the contestant to lose all he/she had accumulated in that game. The Whammy was an animated devil who starred in the sequences, which played when a contestant lost his winnings. As long as a contestant is in control of the board, he/she can continue to press their luck and possibly lose their accumulated winnings on the next spin or elect to pass his/her remaining spins to an opponent (the leader or the player in second place, depending on who passes), meaning he/she must use those spins. Any player who lands on four whammies is eliminated from the game; the high scorer after two rounds is the winner and returns. Only the winner keeps what he/she had won; a player continued until winning five shows, until defeated or winning $25,000 (later $50,000, then the winnings limit at CBS). The most famous contestant on "Press Your Luck" was Michael Larson, who memorized the flashing patterns of the gameboard cursor. Putting his knowledge to use, he racked $110,000 in cash and prizes during his 1984 appearance on the show (which was broken into a two-part show); the game was soon redesigned by the producers to prevent future fortune-hunting gameplay. For years, "Press Your Luck" reruns aired on the USA Network; Game Show Network was scheduled to begin airing reruns of the show starting in September 2001. "Press Your Luck" was based on the 1977 game show, "Second Chance," which was largely identical to the later game show.
Picture of a TV show: Double Dare
shows

Double Dare

1986
Two teams of two children, ages 9 through 13, competed in this classic kiddie game show of questions and physical challenges. At the beginning of each show, the two teams (each with such names as "Wacky Wormheads" or "Slimy Superkids") competed in a physical challenge (described below). The winner of the physical challenge would gain control of the first round questions. Host Summers asked the question, to which the team could answer for $10 or "dare" (i.e., challenge) the opposing team to answer for $20. However, the opponents could "double dare" (ergo, challenge back) the original team to answer; the original team could then answer for $40 or complete a "physical challenge," an often messy stunt that had to be completed within 10, 15, 20, or 30 seconds. "Physical challenge" stunts could include one team member wrapping his/her partner in a giant "tortilla shell" and drop hot sauce on it; having to throw three balloons filled with fingerpaint at a target, while having to select from a tub that also had water balloons inside; and catapulting condiments onto a giant hamburger while the partner held the bun and patty. Completing the physical challenge was worth $20; however, losing the physical challenge meant the other team got the money and control of the questions. The opposing team also got control of the questions if the other team answered incorrectly (as well as the cash if the question was dared or double-dared). Two rounds were played, with the second round values worth $20, $40 and $80. The team with the most money after two rounds won and advanced to the Double Dare Obstacle Course, a series of eight often very messy obstacles the team had to clear within 60 seconds to win a grand prize. Each team member alternated duties, but each time, the object was to retrieve a flag and hand it to his/her partner. Each flag was worth a prize, and if the team retrieved all eight flags, they won a grand prize (usually a trip). Several variants of "Double Dare" aired through the years, including a family version and a syndicated "Super Sloppy" entry (similar to the above description, except the stunts were exponentially messier).