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Picture of a TV show: The Price Is Right
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Picture of a TV show: Press Your Luck
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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: The Wall
shows

The Wall

2016
The Wall is 4 stories high and "can change lives". The game is played by two people together. The first portion of the game is Freefall. Contestants must answer questions before balls complete their free fall down the Wall - correct responses earn prize money (green ball), incorrect answers result in prize money being removed (red ball). This portion of the game results in a total dollar amount, that amount must be positive in order to move forward. The second portion of the game involves one of the two contestants going into isolation. Round two starts with two green balls, and two red balls. The player in isolation answers questions "under stressful situations" to determine the color assigned to the remaining balls. Up to six balls can be earned by answering 3 questions. The dollar amount earned in round one is added to whatever is earned in round 2. Players cannot leave this round with less than $0 even if the red balls result in amounts larger than the green balls plus the earnings from round one. The third portion of the game leaves the same contestant in isolation Four green and four red balls are given to start the third round. The player in isolation answers three more questions that can earn up to six balls (again earning green balls for correct answers, red balls for incorrect). The player in isolation then chooses whether to leave the game with the the guaranteed earnings from round 1 plus $20 thousand for each correct answer (not knowing how many questions were correct), or the result of round 2 and round 3.
Picture of a TV show: Deal or No Deal
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.