My post-3AM thoughts on both shows:
"Make Your Move": If I was a television viewer in 1965, I would have been impressed and even fascinated with the animated logo in the beginning of the show. The big issue I have with the "Make Your Move" is a complaint we've had about many shows in years past--rotational symmetry. I get the fairness aspect of having the same wall set-up every quarter rotation. It made for a less interesting game, IMO. If there was a mathematically fair, in terms of number of walls per 4x4 corner section of the grid, as well as having more randomness, I'd find the game a little more enjoyable and challenging. Silently selecting your move, like using a joystick and displaying the choice, wouldn't hurt either since it appeared contestants piggy-backed off of other contestants' choices a few times. Another big flaw: From what I could tell, the players in later positions, C and D, were at a disadvantage, especially D who never started a round.
The bonus show: Speaking of flaws, this had more flaws than a Mickey Mantle rookie card which was placed in some kid's bike spokes, then sent through the wash for good measure. Holy Flawed Scoring Format, Batman! There is Body Language bad, then Super Password bad. This tops both. Then there's the game play. In the end, there's a game there but it plods along and needs a ton of refining. Credit where credit's due--At least Mark Goodson was trying new formats, albeit not really good or creative ones, in the mid-to-late 80s like this, "On a Roll", and "TKO". (It's unfair to lump "TKO" with the other two; I really like "TKO".) And Christian's connection between the theme and the thinking music? Mind blown indeed.