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Author Topic: Pricing Game Tweaks  (Read 11623 times)

CarShark

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Pricing Game Tweaks
« Reply #30 on: October 26, 2005, 05:03:55 PM »
[quote name=\'TLEberle\' date=\'Oct 26 2005, 03:01 PM\']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.[/quote]They started with 8 numbers, but 8 left with money, 2 left with no money, and only one won the car. When they changed to the current format (six numbers), six people won cars, 5 left with money, and only 2 left with nothing. I'd imagine that everyone's ideal lies somewhere in between.

The bailout money isn't a big issue, but your suggestion makes it way too low, like Temptation or Spelling Bee. I think $1000, $2000, and $3000 would be enough to give contestants pause.

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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.
I proposed something like this before, except with the house randomly lighting up O's where the Secret "X" wasn't at. Your idea is much simpler.

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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.
Isn't that the same as it is now?

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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."
That makes it too much like Five Price Tags, a game that went winless last season.

SRIV94

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Pricing Game Tweaks
« Reply #31 on: October 26, 2005, 05:16:57 PM »
[quote name=\'CarShark\' date=\'Oct 26 2005, 04:03 PM\']
Quote
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.
Isn't that the same as it is now?
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I think he means you get a shot to place each digit before it goes in the bag.  Get it right, and that digit stays out of the bag, otherwise it goes in and you'd have to draw it to get another shot.  In other words, you get five free shots without the chance of drawing a strike.

I think it might make the game a little too easy, personally, but I could see situations where it might work.

Doug
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)

zachhoran

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Pricing Game Tweaks
« Reply #32 on: October 26, 2005, 07:55:08 PM »
[quote name=\'nWo_Whammy\' date=\'Oct 24 2005, 11:46 PM\'][quote name=\'Modor\' date=\'Oct 24 2005, 11:19 PM\']
Anyhow:
I would change Plinko; to the follow config:
$250-$750-$1500-$50-$10000-$50-$1500-$750-$250
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I've been saying for some time now tha tthe other dollar values in Plinko need upped. I agree with those, except for the $50s. A truly good player won't put all five chips in the $0, anyhow. How unlucky you'd have to be...

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No real need to change the Plinko daytime values. However, aside from the $20K space, the Plinko dollar values for the primetime specials could use an upgrade, at least putting $2500 in place of the $100 like TNPIR94 usually did. It seems like quite a jump from $20K to the next highest space, $1K.

Robert Hutchinson

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Pricing Game Tweaks
« Reply #33 on: October 26, 2005, 10:19:20 PM »
My problem with a lot of these suggestions is the same problem I have with my own ideas about tweaks: they may make the game fairer/less stupid/etc., but at the cost of most of the audience going: "Huh? He gets to pick from different money layouts? What the hell are ten-sided dice?" And so on.

One way to make the Clock Game "time is money" tweak better, IMO, is to (gasp!) switch to a digital clock that doubles as a money readout. $ _ _ 0 0, basically.

Oh, and I'm all for enforcing the 10-second rule in Ten Chances--but how? Do they have ten seconds to *start* writing? We've certainly seen contestants take the better part of a minute just writing one digit at a time.

"Today we're playing Ten Chances, and here's a new feature of the game. Up here on top of the board is our current rate per second for ad time, and here is a clock set for 3 minutes. If the clock hits 0 and starts counting upwards while you're still playing, you owe us money in the amount of ad time we're sacrificing for you to make a fool of yourself by putting the 1 as the last digit of the car over and over. Ready? Go!"
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TLEberle

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Pricing Game Tweaks
« Reply #34 on: October 27, 2005, 08:07:10 PM »
[quote name=\'CarShark\' date=\'Oct 26 2005, 02:03 PM\']PTB: The bailout money isn't a big issue, but your suggestion makes it way too low, like Temptation or Spelling Bee. I think $1000, $2000, and $3000 would be enough to give contestants pause.[/quote]I don't like the idea of giving out scads of money based on one pricing decision.  Even $3,000 is too much, really.



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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."
That makes it too much like Five Price Tags, a game that went winless last season.
Erm, no it's not.  5PT has that small price thing.  And what's wrong with trying to get the right price...that IS the name of the show, after all.  And what does the win/loss record of 5PT have to do with anything?  I think it is one of the better car games.
« Last Edit: October 27, 2005, 08:10:26 PM by TLEberle »
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SRIV94

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Pricing Game Tweaks
« Reply #35 on: October 27, 2005, 08:39:41 PM »
[quote name=\'Robert Hutchinson\' date=\'Oct 26 2005, 09:19 PM\']One way to make the Clock Game "time is money" tweak better, IMO, is to (gasp!) switch to a digital clock that doubles as a money readout. $ _ _ 0 0, basically.
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Usually I'm a traditionalist, but I think that's a terrific idea.  Granted, I can't imagine a scenario where someone would win the full $3,000 (I guess I could, but it's so unlikely that both prices would be guessed immediately without even one second ticking off).  But I think that idea has a pretty good degree of merit.  YMMV.

Doug
Doug
----------------------------------------
"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)

Esoteric Eric

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Pricing Game Tweaks
« Reply #36 on: October 28, 2005, 01:13:49 AM »
[quote name=\'Robert Hutchinson\' date=\'Oct 26 2005, 07:19 PM\']One way to make the Clock Game "time is money" tweak better, IMO, is to (gasp!) switch to a digital clock that doubles as a money readout. $ _ _ 0 0, basically.[/quote] In post #19 of this thread from, oh, about 21 months ago, I chimed in with my idea for a similar Clock Game tweak, allowing for the unlikelihood of two perfect bids.

Esoteric Eric, who thinks the ten-sided dice for Dice Game would work just fine.  (Don't think I ever posted about it, but also arrived at that idea independently.)
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Robert Hutchinson

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Pricing Game Tweaks
« Reply #37 on: October 28, 2005, 02:10:47 AM »
Well, using ten-sided dice in Dice Game "breaks" the vague concept of it being a casino game (rolling dice on a felt-covered table, across a line). But I just used that as a generic example--it's not really a bad idea.

(I'm still ticked off that they didn't play all their casino-esque games during that first Vegas $1M show.)
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Terry K

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Pricing Game Tweaks
« Reply #38 on: October 28, 2005, 09:48:02 AM »
One of the major tweaks I'd make to Hit Me:

Make the card that's the Ace 11 times the price of the item.  I think that would make the game a bit more challenging, but still easy to win.

tvwxman

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Pricing Game Tweaks
« Reply #39 on: October 28, 2005, 10:14:24 AM »
[quote name=\'Terry K\' date=\'Oct 28 2005, 08:48 AM\']One of the major tweaks I'd make to Hit Me:

Make the card that's the Ace 11 times the price of the item.  I think that would make the game a bit more challenging, but still easy to win.
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Of all of these hairbrained ideas on this discussion (and my gawd there are lots of em), this one is brilliant. I can't believe that this simple twist makes this game challenging to win.

Nice job.
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clemon79

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Pricing Game Tweaks
« Reply #40 on: October 28, 2005, 10:39:51 AM »
[quote name=\'tvwxman\' date=\'Oct 28 2005, 07:14 AM\']Of all of these hairbrained ideas on this discussion (and my gawd there are lots of em), this one is brilliant. I can't believe that this simple twist makes this game challenging to win.
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Not really, unless you REALLY mix up the prices of the products.

1) Pick the highest price on the board that ends in 0. That's your ten.
2) Pick the highest price remaining on the board. Nine times out of ten that will be your 11.

Now, if they play the game with grocery items ranging in price from $1 to, say, $9, this has some possibilities.
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tvwxman

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Pricing Game Tweaks
« Reply #41 on: October 28, 2005, 11:13:40 AM »
[quote name=\'clemon79\' date=\'Oct 28 2005, 09:39 AM\'][quote name=\'tvwxman\' date=\'Oct 28 2005, 07:14 AM\']Of all of these hairbrained ideas on this discussion (and my gawd there are lots of em), this one is brilliant. I can't believe that this simple twist makes this game challenging to win.
[/quote]
Not really, unless you REALLY mix up the prices of the products.

1) Pick the highest price on the board that ends in 0. That's your ten.
2) Pick the highest price remaining on the board. Nine times out of ten that will be your 11.

Now, if they play the game with grocery items ranging in price from $1 to, say, $9, this has some possibilities.
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True. And agreed. But you have to admit, it does improve the challenge to this game.
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clemon79

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Pricing Game Tweaks
« Reply #42 on: October 28, 2005, 11:52:33 AM »
[quote name=\'tvwxman\' date=\'Oct 28 2005, 08:13 AM\']True. And agreed. But you have to admit, it does improve the challenge to this game.
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I dunno. Right now I'd say 2 or 3 out of every 10 muck it up and luck into winning. I see no reason why that wouldn't happen here as well.
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Terry K

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Pricing Game Tweaks
« Reply #43 on: October 28, 2005, 01:10:44 PM »
[quote name=\'clemon79\' date=\'Oct 28 2005, 09:39 AM\'][quote name=\'tvwxman\' date=\'Oct 28 2005, 07:14 AM\']Of all of these hairbrained ideas on this discussion (and my gawd there are lots of em), this one is brilliant. I can't believe that this simple twist makes this game challenging to win.
[/quote]
Not really, unless you REALLY mix up the prices of the products.

1) Pick the highest price on the board that ends in 0. That's your ten.
2) Pick the highest price remaining on the board. Nine times out of ten that will be your 11.

Now, if they play the game with grocery items ranging in price from $1 to, say, $9, this has some possibilities.
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Actually you could have some fun with this as well.  If you put an item that's say 4.95 and multiply it by 4 you have 19.80.

If you took item that's say, 1.39 and make it the 10, you have a way to do this.  (13.90)  

Remember, the object of this game is to figure out the actual price of the item.

clemon79

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Pricing Game Tweaks
« Reply #44 on: October 28, 2005, 02:23:27 PM »
[quote name=\'Terry K\' date=\'Oct 28 2005, 10:10 AM\']Remember, the object of this game is to figure out the actual price of the item.
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Yeah, thanks for that, I think I know how to play Hit Me.

My comments stand.
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