[quote name=\'WilliamPorygon\' date=\'Oct 24 2005, 11:53 PM\']
Pocket Change - The contestant gets one shot at each digit, and if they're wrong, no envelope for that guess (as well as increasing the price of the car).
Reason: As it is you know they're going to end up with 4 envelopes + the free 25 cents, and picking one after every right guess just drags things out.
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Yeah, the knowledge that picking four pockets is a constant is draggy. What's more, it allows the player to go
0-for-10 on the digits and still win. Maximum tag price is $2.75, so the two-dollar pocket plus any three other pockets totaling 50 cents or more wins. (Just one example; aren't there four-pocket sets totaling $2.50 or more without the two-dollar pocket?)
I've thought about two guesses per digit rather than just one, with each wrong guess still bumping the tag price . . . so with each digit the tag price increases by zero, 25 cents, or 50 cents.
And did that new picked-pocket rack have
five slots? I favor having the player guess the first digit anyway. Blowing that should--
should--be rare, especially with two guesses.
The last digit is a special case here. Given a starting field of six numbers for a five-digit price, only two candidates will remain for the last digit; so here a pocket is guaranteed. However, does this really allow a player to win
with no correct guesses at all? Hmmm.
Say the player blows each of the first four digits (eight wrong guesses in all). Going into the final digit the player has 25 cents and no pockets, and the tag price is $2.25. Assuming a top pocket value of two dollars, the player will need to get the final digit on the first guess to have that 1-in-however-many chance of winning. If that guess is wrong, the tag price goes to the insurmountable $2.50. Therefore the player cannot win without
earning a pocket.
Is missing out on a pocket too much jeopardy here? Too complex? Too slow? Just plain bad television?