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

Shows I Love

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shows

Deal or No Deal

2005
The United States' version of "Deal or No Deal" was based on the Netherlands game show that had premiered in 2002. The main objective of the game was identical: Select a case containing a mystery cash amount, then - after being asked to narrow the field of cases by a certain number at various intervals - decide whether to take a cash buyout offered by an unseen "banker" ("Deal") or reject the offer and continue eliminating cases ("No Deal"), knowing he/she could win the grand prize of $1 million ... or far less. Each new game begins with 26 cases, each randomly distributed and held by a sexy model. The contestant chooses one case, which is placed at his/her contestant's podium. The cash amount inside could be as little as 1 cent ($.01) or as much as $1 million. The player then is asked to eliminate six of the remaining cases, calling out the corresponding numbers one at a time. After each number is called, that case is opened, revealing one of the 26 cash prizes; that prize is then eliminated from play. After the six cases are opened, host Mandell receives a call from The Banker, who makes an offer to buy back the player's case. The offer is based on the cash amounts still in play; although this initial offer is fairly small, it is usually higher if more of the small amounts - usually, those under $10,000 - were taken out of play. If the player chooses to accept the offer ("Deal"), he/she presses a button at his/her podium to confirm the decision. At that point, his/her game ends, the amount inside the case, and the cases remaining in play are revealed. However, should the contestant refuse The Banker's offer ("No Deal," which always happened at least on the early deals), he/she is then directed to eliminate five cases from play, after which another deal is offered, which - depending on what prizes are eliminated during this round - may be higher or lower than the previous offer. Subsequent rounds have the contestant eliminating four, three and two cases from the remaining field, with Banker deals after each elimination round; thereafter, the contestant withdraws one case each time. During these latter rounds, the contestant often received advice from a group of supporters (his/her family, friends and others) on whether to accept or decline the offer. This process continues until two cases remain - the player's and the one yet to be eliminated - and one final deal is made. Should the contestant refuse the final offer, one of two things may happen. If the game's outcome is rather anti-climatic (i.e., only very small amounts remain), the contestant's case is opened and he/she wins the cash amount inside. However, if at least one of the large amounts remains in play, he/she is offered a chance to swap cases and then given another final deal; after the player's decision, the player's case is opened and he/she wins accordingly. "Deal or No Deal" premiered on NBC in December 2005 with a week's worth of shows to promising ratings; a second set of five episodes in Februrary and March 2006 did just as well, earning a twice-weekly spot on the NBC prime-time schedule. During each game, home viewers are invited to play a "Lucky Case" game, in which they enter - via their cellular telephone keypad - which of six cases they believe contains the $10,000 grand prize. Those who select the right case are entered into a random drawing, with four winners selected (one from each time zone) to win the $10,000 prize.
shows
shows

My Babysitter's a Vampire

2011
Ethan Morgan is a geeky freshman, not trusted by his parents to stay home alone with his little sister Jane. They hire Erica, a girl from Ethan's high school who is a huge fan of "Dusk", as a babysitter. However, Erica comes across her best friend Sarah, and Jesse, Sarah's vampire ex-boyfriend, on the night she is to babysit, and decides to attend a party that Jesse is throwing instead. During a fight between Sarah and Jesse, Sarah ends up at Ethan's house and tells Ethan's parents that she was asked to babysit instead. Ethan has a vision when touching Sarah, and notices she has no reflection in the mirror, leaving him suspicious of her. He confides this in his dorky best friend, Benny. Sarah leaves to get Erica back from the party, knowing the party is full of bloodthirsty vampires. Curious, the boys have Benny's grandmother watch over Jane while they follow Sarah. They see her feed on a rat and realize she is a vampire. Sarah quickly explains that she is only a fledgling, a vampire who has not drunk human blood. The three of them return home, where they are attacked by a vampire sent by Jesse. The vampire is subdued by Sarah and they head to the vampire party to save Erica and and their dimwitted friend, Rory. However, Erica has been bitten by Gord and later bites Rory. Ethan, Benny, and Sarah then battle the vampires and escape. The next day, Rory, now a full vampire after drinking human blood, informs Ethan and Benny that Jesse's gang are going to church so Ethan, Benny and Sarah follow them. Ethan has a vision in which he sees a gravestone, whose dates unscramble to the number 219, and a mysterious box, which is then uncovered by the vampires. The box is called the Cubile Animus or "Nest of Souls." Ethan and Sarah figure out Jesse's full plan from an old book, learning that in the original settlement of the town, there was a priest named Reverend Horace Black that led an evil vampire cult. The townspeople burned the cult members, leading to all "219" of their deaths during a lunar eclipse. In another vision, Ethan sees that Jesse is Horace Black, and plans to use the box to trap the souls of teens going to see a movie premiere to resurrect the souls of his ancient cult during the lunar eclipse occurring on that same night. Benny's grandmother, who reveals that she is an Earth Priestess, gives Ethan, Benny and Sarah enchanted daggers and a spellbook to defeat the vampires. She explains that Ethan sees visions because he is a Seer, which enables him to see visions through touch, and that Benny is a spellmaster, allowing him to cast spells. At the theater, the vampires begin to steal the souls of the teens, but are thwarted by Ethan, Benny and Sarah. Jesse escapes and Ethan and Benny follow in pursuit. In another vision, Ethan sees the tree he saw inside the old book, realizing it's the tree in his backyard, where they find Jesse. As the eclipse begins, Jesse attempts to hold Ethan and Benny down and resurrect the souls he already obtained from the Cubile Animus, but Sarah intervenes. When the box lands in Ethan's hands, he releases the vengeful souls that were captured, and they destroy Jesse. The next day, Ethan, Benny and Sarah head to school, meeting Erica and Rory, who have decided to live peacefully as vampires.

Inspired by this list

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).