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."