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Author Topic: Pricing Game Tweaks  (Read 11619 times)

Jeremy Nelson

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Pricing Game Tweaks
« Reply #15 on: October 25, 2005, 06:11:19 PM »
I would change Plinko to the Doug Davidson days when the $100 slots were worth $2500. The only problem is that some people would aim for the sides to guarantee themselves some fast cash (Like the girl who seemingly aimed for the $100 slots during last week's playing).

Pocket Change DOES drag along, considering the players will get 4 envelopes regardless of how many times they miss. I like the idea that was posted- one chance for each number- it determines whether or not you get an envelope.

I would add a bribe to Half off, depending on the number of boxes that are remaining. After all, every other all-cash game guarantees some sort of monetary win as long as you're not completely inept.

Spelling bee's cash cards should be upped to $1,000 each. Nobody ever takes the $2500 bribe. Now $5,000.... that may change some minds.

Secret X should be kept the way it is.. no vertical wins. It makes the name of the game completely unnecessary (*cough* time is money....*cough*)

I think the bonus spin on the showcase showdown should give bonus money regardless where it lands. If you hit 95, you get $950. 20 nets you $200 and so forth.

Make the Cliffhanger prizes tougher and play for a car, like the Australian version.
Fun Fact To Make You Feel Old: Syndicated Jeopeardy has allowed champs to play until they lose longer than they've retired them after five days.

uncamark

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Pricing Game Tweaks
« Reply #16 on: October 25, 2005, 06:17:27 PM »
It's been suggested before--turn Poker Game into a grocery items game for a prize package.  Have the items always between $1 and $9.99, so it'd be the same game play as with the four prizes now.

Seems to me that Barker was able to handle four digit prices in Clock Game in the old days (and it seems to me that both Kennedy and Davison did four-digit items in their versions)--why can't he now?  Just doesn't want to?

Dbacksfan12

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Pricing Game Tweaks
« Reply #17 on: October 25, 2005, 06:45:14 PM »
[quote name=\'jmangin\' date=\'Oct 25 2005, 08:26 AM\']Why?  The last time someone got $0 was in December of 2003.  I don't really think it  is necessary to change the slot values.
[/quote]
And, personally, I do.  (Irrelevant of the last date--the possibility exists that a good pricer gets screwed)  But I can tell you're going to analyze what everyone is going to say in this thread; so I'm through posting in it.
« Last Edit: October 25, 2005, 06:46:19 PM by Modor »
--Mark
Phil 4:13

JayDLewis

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Pricing Game Tweaks
« Reply #18 on: October 25, 2005, 08:34:02 PM »
Perhaps this seems like 'Mo Money Syndrome, but I'd kind of like to see Clock Game tweaked.

Divide the 30 seconds into 5 sections of 6 seconds each. If you price both prizes within 6 seconds (30-24), you get a $5,000 bonus all the way down to the standard $1,000 bonus for 6-0 seconds. You don't even have to spend 3 minutes explaining the bonus structure, just repaint the clock face to show the "zones."

Most players would probably win in the $2,000 to $3,000 range giving them a "package" worth about as much as a living room group. (<$4,000) This rewards good players and even an "inept" player gets the same bonus under current rules.
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gameboy2000

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Pricing Game Tweaks
« Reply #19 on: October 25, 2005, 08:41:38 PM »
Quote
Who the hell's gonna stay with $1000

There was one contestant on Pass the Buck who stopped with $1,000. Had she gone on, she would have won the car.
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jmangin

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Pricing Game Tweaks
« Reply #20 on: October 25, 2005, 09:12:17 PM »
[quote name=\'Modor\' date=\'Oct 25 2005, 06:45 PM\']But I can tell you're going to analyze what everyone is going to say in this thread; so I'm through posting in it.
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Grouping my reply into short sections based on the quotes to which I am referring is a very clear way to state my opinion.  I'm sorry you seem to feel that I'm singling out you or anyone else by posting a reply with a quote in it, but that's not what I'm doing.  Perhaps its because you are reading text and assuming one inflection while my intent is the opposite.

If you're choosing not to participate because someone is analyzing what you say, then I think you are missing the point of what we're doing here.  The act of posting on a message board is an implicit invitation for someone to reply and analyze.

JasonA1

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Pricing Game Tweaks
« Reply #21 on: October 25, 2005, 09:37:34 PM »
Jay's tweak to Clock Game is brilliant. Just have Bob say, "and, if you get both prizes before time runs out, you get the money where the clock stopped." Or something like that. I'm sure you can even write something simpler.

And I never thought of doing that with Poker Game. That's also a great idea. No set change even - just add a table in front of the current pricers, and off you go.

I don't have Mike Klauss's brilliant study on the game in front of me, but in most cases, the players in Pocket Change would need all 5 envelopes to win I do believe. It's just a necessary evil in the game show world to show why things are happening. Sure, they get all the envelopes either way - but just outright giving them to the player is bad. It's a personal favorite of mine, so I am biased, but I think the game is fine as it is.

-Jason
« Last Edit: October 25, 2005, 09:38:01 PM by JasonA1 »
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SRIV94

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Pricing Game Tweaks
« Reply #22 on: October 25, 2005, 09:38:32 PM »
This was a tweak for "Pocket Change" I had suggested on these very airwaves on 1/11/05 after the first playing of the game.  Not saying it's the "be all, end all" (or however that expression goes), but it is a way to make the game go a lot quicker and guarantees you have to have at least one correct guess to even have a chance to win the car (and doesn't guarantee an automatic win even if you get all five digits right).

Doug
« Last Edit: October 25, 2005, 09:42:24 PM by SRIV94 »
Doug
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"When you see the crawl at the end of the show you will see a group of talented people who will all be moving over to other shows...the cameramen aren't are on that list, but they're not talented people."  John Davidson, TIME MACHINE (4/26/85)

CarShark

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Pricing Game Tweaks
« Reply #23 on: October 26, 2005, 12:01:35 AM »
[quote name=\'JayDLewis\' date=\'Oct 25 2005, 07:34 PM\']Divide the 30 seconds into 5 sections of 6 seconds each. If you price both prizes within 6 seconds (30-24), you get a $5,000 bonus all the way down to the standard $1,000 bonus for 6-0 seconds. You don't even have to spend 3 minutes explaining the bonus structure, just repaint the clock face to show the "zones."[/quote]I don't like that at all. You're telling someone that they can win $5000, but they have no realistic shot at it at all. I don't think that any contestant has won both prizes in 6 seconds or less. Also, what happens if its debatable as to which zone it's in? Do you just let Barker make an "executive decision"?

Dbacksfan12

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Pricing Game Tweaks
« Reply #24 on: October 26, 2005, 01:09:14 AM »
[quote name=\'CarShark\' date=\'Oct 25 2005, 11:01 PM\']I don't like that at all. You're telling someone that they can win $5000, but they have no realistic shot at it at all.
[/quote]
At the risk of looking like a huge hypocrite (and I humbly withdraw my previous comment to Mr. Mangin), they do the same thing with Plinko--they don't have a realistic shot at $50,000 at all.
--Mark
Phil 4:13

JayDLewis

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Pricing Game Tweaks
« Reply #25 on: October 26, 2005, 10:41:36 AM »
[quote name=\'CarShark\' date=\'Oct 25 2005, 11:01 PM\']I don't like that at all. You're telling someone that they can win $5000, but they have no realistic shot at it at all. I don't think that any contestant has won both prizes in 6 seconds or less. Also, what happens if its debatable as to which zone it's in? Do you just let Barker make an "executive decision"?
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Re $5,000: See Mark's Plinko comparison. Like I said, MOST contestants will pick up $2,000 or $1,000. You'll get a few good players who might get $3,000. Or change the zones to every 10 seconds ($5K, $2.5K, $1K). The idea isn't to give away TONS more cash, just to reward better players.

Re: Barker's Executive Decision...why not? Happens on other games for far more potatoes than $1K. Build it into the game then. If it's splitting the difference between zones, they get the higher amount.
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JasonA1

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« Reply #26 on: October 26, 2005, 12:58:14 PM »
Correction: THIS iteration is brilliant. :) That way, most players should get $2,500, making the average take on Clock...~$4,000. And it gives good players a real chance at the 5k, and everybody of the course the 1k.

And Re: Pocket Change, if I had to pick a tweak, Chris Lemon's suggestion of giving them two shots at every number (and this was still with the first number being guessed) was the best in my mind. But that's if I absolutely had to change it - which would likely be due to time.

-Jason
« Last Edit: October 31, 2005, 11:15:01 AM by JasonA1 »
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TLEberle

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Pricing Game Tweaks
« Reply #27 on: October 26, 2005, 02:46:51 PM »
I've had this idea for Clock Game rolling around for a while, and want to get it out there before I forget.  Other ideas for other games coming when I actually remember to bring the disk with me to the library...

Anyway, the player is shown each of up to five prizes one at a time, and plays the game as normal.  After each prize is claimed, the contestant can stop and take the winnings, or risk the lot to keep going.  Two prizes won adds $500, and each new prize claimed doubles that cash amount.  If the clock runs out, everything goes away.  A player who won five prizes would keep them all, along with $4,000.

Good players would be rewarded (, and sucky players wouldn't win very much.
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TLEberle

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« Reply #28 on: October 26, 2005, 04:01:25 PM »
The basic idea of each tweak is to one of two: to either reward good players or to make the game more interesting.  Sometimes it works out that both happen in one.

Bonus Game: Offer a secondary bonus prize if you win all four windows, like the $500 for Shell Game.

Bullseye: Hidden bullseye goes away.  If you can't hit the bullseye in three shots, you lose.  That's all that dart throwers get.

Card Game: Cards are an equal distribution of: $1000-1500-2000-2500.  If you wanna add 250s or whatnot, make the deck fat enough so that you can do a normal distribution with them.

Dice Game: The dice are now ten sided dice (very much like the dice that Pepsi used in Play for a Billion.  If you can't get the camera angles right, use a d20 and repeat the numbers.)  Never again will we hear "There are no numbers higher than six in the price of the car, and there are no zeroes."

Grocery Game: $20-22, bring back the cash bonus to bail out of the game.

Hit Me: The basic thing is the same: if you know the game, it's a cakewalk.  If you don't, it's gonna get ugly.  Let's try this.  Bob offers the contestant a $2,100 bonus if he can win the game with two cards.  Find a blackjack and you win the cash as well as the prize.  Fail, and you lose.  The contestant can opt to turn down the bribe, at which point we all turn the station.

Pick a Pair: There is one pair of items on the board, the other four won't match anything.  To make up for this, you can pick three items, and if any two match, you win.  Frankly, I think the game is easy enough to win, but not having to pick which item to match may cut down on time played.

Plinko: No free chip, give players the choice of two layouts, one has four zeroes, four $1,000 slots, and the Big Fella.  Other has 200-500-1000-100-5000-repeat.

Pass the Buck: If you must play for a car, have more numbers on the board.  For that matter, lower the cash prizes to $100, $500 and $1,000.  Last year had a college-aged gal win $5,000 with her free pick; she missed both the grocery items.  If you don't want to have players picking from 30 numbers, then decrease the major prize to a trip.

Pick a Number: Play for three prizes, like Most Expensive.  Assign the proper digit to each prize and win all three.

Pocket Change: Get rid of the $2 card, and the zeroes. Five each of nickel, dime, quarter and 50 cent piece.  You must guess the first digit as before the show's own rules tweak.

Poker Game: Instead of playing one hand against the other, pick your best two of four prizes.  Draw a card from a deck, and if you beat the hand printed on that, you win the prizes and some sort of bonus, cash or merchandise.

Punch Board: The top prize is $25,000, and it appears once on the board.  No more second chances.  The catch is this: the holes are randomly stuffed, and anything can be in any hole, from $50 to $10,000.  So you might get $4,250, $1,500, or $200.  The player will have the same option as always as to keep it or give it away.

Secret X: Not only are the 2, 5 and 8 squares secret, 4 and 6 are too.  Add a third small prize, and perfect pricing means you win.

Ten Chances: Actually enforce the 10 second rule.  Don't have a rule if you don't use it.

Three Strikes: This may mean that Pocket Change is redundant, but you get one chance to place each digit in the right place.  Get it right, and the number goes away.  Wrong and it goes in the bag.  Play as normal.

Triple Play: "One of these prices is the ARP of the car.  The rest are not.  To move on, tell me the ARP of the car."
« Last Edit: October 26, 2005, 04:02:23 PM by TLEberle »
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JasonA1

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Pricing Game Tweaks
« Reply #29 on: October 26, 2005, 04:25:44 PM »
I won't go through and break these down, because my basic complaints break down to a few things. One was a quote made over at Loogaroo's board - paraphrasing, but, the best player shouldn't always win, they should have the best chance of winning. Luck will always be a part of it.

Second, the games have certain quirks to make them different. Making Triple Play into three rounds of Double Prices (albeit with more choices), or making Bonus Game into "Shell Game Without The Shells" would take away some of the games' inviduality.

And I think this is a lesson we've learned many times over on our board, but I guess it bears mentioning - if the format seems unecessarily convoluted, then it's bad. So what if it makes things "fair" for the contestants - if it takes a day to explain, then it needs tweaking.

-Jason
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