One rule that comes to mind is the \"push\" rule during the Money Cards on Card Sharks. It never seemed fair to me that if the card was neither higher nor lower, that money would be lost for a guess that couldn\'t be right either way...
It makes sense in that you did not correctly predict whether the next card was higher or lower than the one that preceded it. That said it was a rule I was happy to see go for the reason you described
Yes. As Jim Perry would put it frequently early on, \"If it\'s another [card] you lose...it must be higher/lower than a(n) [card].\" And yes, that being said, the push rule in the Money Cards was welcome. Unless you liked drama on every turn of the cards, and know that an Ace or two means there\'s no risks.
As far as general formats with radical positive changes...I\'d say that Password (from 1979-1989, that is) and TPIR are the best two examples. The other best revivals I grew up with were pretty much the same show with new wrinkles here and there. That said, if we are to count rule changes/tweaks/misc. little changes, I\'d name:
- Illegal clue = no jackpot of any kind in Super Password
- A well-done tournament format added to Pyramid
- H2 coming up with a bonus game that has the best of both previous standalone incarnations (agree/disagree questions, which then better your chances at picking the correct key)
- Star Wheel on Match Game (but I know your mileage may vary...hey, it was the MG I saw the most of as a kid, so it is partially a sentimental pick...)
- The double buzz for illegal clues in Davidson Pyramid\'s Winner\'s Circle.
- 100 Mexicanos Dijeron/Que Dice La Gente presenting possibilities on Fast Money\'s outcome with the Lollipop Game, and offering a bonus for finding all five number one answers.
- And of course Joker\'s Wild finding its true calling as a game of definitions....j/k....