History Main / HighRollers

14th Jan '14 6:50:10 AM Twentington
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->''"And now, a game of high stakes, where every decision is a gamble, and every move could be your last ...'''High Rollers'''!"''
-->--Opening spiel, as read by '''Kenny Williams''' (1974-76) and '''Dean Goss''' (1987-88).

MerrillHeatter-Bob Quigley GameShow originally produced in the 1970s for Creator/{{NBC}}, with Alex Trebek as host. A syndicated revival from 1987-88 had Wink Martindale as emcee.

The game was essentially a quiz-based version of "Shut The Box": two contestants answered general knowledge questions and rolled a large pair of dice, hoping to remove numbers from a game board and accumulate prizes. In the 1974-76 run, each number had a prize behind it, including two halves of a car (both of which had to be claimed by the same contestant or else it would be out of play). In the 1978-80 and 1987-88 runs, three numbers were in each of three column and had to be removed to claim the prize(s).

To win the prizes credited, a player had to either remove the last of the nine numbers or force their opponent to [[{{Whammy}} roll an invalid number]]. If a contestant rolled doubles, s/he got an Insurance Marker good for an ExtraTurn if a bad number was rolled.

The winner of a best-of-three match became champion and went on to play the Big Numbers.
----
!!GameShowTropes in use:
* BonusRound: Big Numbers, which worked similarly to the main game. Each removed number awarded $100, with a bonus for getting all nine $5,000 and/or a car (1978-80) or $10,000 (1974-76 and 1987-88).
** For the first few weeks of the 1974-76 run, players could stop and take the money after a good roll, as a bad roll with no Insurance Markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed to remove the car bonus and no longer have the contestant risk the accumulated money.
** The 1978-80 run changed the bonus twice: originally, it was $5,000 and a car worth about $5,000. Sometime between March 27 and December 4, 1979, the car became the sole grand prize; sometime between May 7 and June 9, 1980, the car was replaced by the $5,000.
* ComplacentGamingSyndrome: [[invoked]]It didn't matter how many prizes you stack on the board if there was any semi-realistic chance of a bad roll happening, the dice would almost always get passed to avoid the risk of players knocking themselves out of the game and your opponent winning by default.
* ExtraTurn: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.
* HomeGame: Two board games were made in 1975, and another in 1988. A computer game was also released in 1988.
* MinigameGame: The 1987-88 revival included mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game through clearing the column where it was placed a good roll, and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
** '''Around the World''': Five different destinations were announced and assigned a number from 1-5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence a "trip around the world") and a cash bonus.
*** The original version, used on the pilot and premiere, was '''Map Game'''; the only difference was that a more expensive trip was assigned to 6, and as such only one trip could be won.
** '''Wink's Garage Sale''': Usually contained four prizes of $500-$2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
** '''Dice Derby''': Two horses, "Odd" and "Even", competed in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually $1,000) and the other a grand prize of a trip, a fur coat, or car.
** '''Driver's Test''': A 12-space, 4x4 ringed game board was displayed, and the contestant had four rolls of the die to make the pawn land exactly in a space marked "CAR" (the pawn began seven spaces away from the winning space). Failure to win won consolation cash.
** '''It Takes Two''': Conceptually similar to "Around the World", only with other prizes (one a grand prize worth more than $3,000) in the mix. The contestant rolled the die as many times as was needed to roll one number twice, with the contestant winning the prize corresponding to that number. Rolling a 6 won all the prizes.
** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car, but an incorrect guess at any time lost. If the word was not solved, the contestant won $100 for each letter revealed.
** '''Lucky Numbers''': The contestant's hunch was tested as s/he chose a number between 1 and 6; a correct guess won a car.
** '''Rabbit Test''': Played only in the pilot, the models wore fur coats, one fake (worth $600) and the other real rabbit fur. If the contestant could "feel out" the real $6,000 fur, they won it.
** '''Smilin' Wink's Car Lot''': Each number from 1-5 represented a new car, while 6 represented a "clunker" (a used but operational car worth about $1,000-$2,000). The contestant rolled the die and won the car corresponding to the number rolled.
* Personnel:
** TheAnnouncer: Kenny Williams from 1974-80, Dean Goss on the Martindale version.
** GameShowHost: Alex Trebek hosted from 1974-80. Wink Martindale hosted the 1987-88 revival.
** LovelyAssistant: All versions had a model, two on the Martindale version, who did very little. Originally, they rolled the dice; from 1978 onward, the contestant rolled the dice, and the dice were brought back up to the contestants via the [[ItMakesSenseInContext Junior G-Man Magic Carpet]].
** StudioAudience
* ProgressiveJackpot: The 1978-80 revival's main game, where each column began with one prize and, for each round that column went unclaimed, another prize was added until that column had five prizes, at which point it froze. Upon being won (both being cleared through a good roll and the contestant winning the round), the column would begin again with one prize with more added. Rinse and repeat.
* UndesirablePrize: Did anyone ''really'' want an antique Chinese fishbowl? If it was worth $10,000 because it was stuffed with that much in cash like [[ThePriceIsRight Temptation]], then yes. But it wasn't.
-->'''Alex Trebek:''' (''on the June 20, 1980 GrandFinale'') And when we return, and return we ''will''...after this commercial break, we're gonna add something to it fish!
* {{Whammy}}: Any bad roll, such as a 3 and a 4 when those numbers and all others adding up to 7 had already been removed from the board. This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
* {{Zonk}}: Some of the prizes available in the MinigameGame of the 1987 revival, such as a Mickey Mouse phone in Wink's Garage Sale. Typically, these weren't Zonks in the ''LetsMakeADeal'' sense (which were sometimes nonsense but still real prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other ones available.
----
!!This show provides examples of:
* DownerEnding: Whenever a contestant plays the Big Numbers and ends up leaving the 1 on the board, like [[http://www.youtube.com/watch?v=MxyQhY5bX6I this.]]
* EverythingsBetterWithMonkeys: The 1986 {{pilot}} had a dice-throwing monkey in "Duel of the Dice", a minigame that didn't actually get used in the series (it involved rolling a higher total than a trained monkey did).
* FanRemake: A ''DoctorWho''-themed one by Greg "Greggo" Dasgo called ''[[http://www.youtube.com/watch?v=BAS8OQzxUVY Shut the TARDIS!]]'', which debuted at Geek Creation Show 2013. While clearly having some similarities to ''High Rollers'', there are some differences:
** If nobody rang in on a question, the game computer would randomly ring one of the players in and force them to answer.
** There are three "Shakri cubes" (randomizers) which, when stopped, reveal either a number up to 5 or a blank space (a zero).
** There are 12 numbers, each corresponding to one of the Doctors. (The Tenth Doctor represents 10, etc.)
** It takes triples (since there are three numbers to add together) to get an Insurance Marker, represented by a replica Sonic Screwdriver. Triples never count as a bad roll. (While doubles in the original got an Insurance Marker, if it was otherwise bad the Marker was immediately used.)
** One randomly-selected number is worth a bonus prize, even if that player loses.
** It takes three bad rolls (represented by Daleks) to lose, and each "match" is one game.
* FunnyAfro / PornStache: Trebek, believe it or not.
* GrandFinale: The June 20, 1980 finale was...odd, with Alex being uncharacteristically offbeat making faces to the camera and such NonSequitur comments as "Many moon come, that's a niner", "Seven-ahhhh!", "Staying alive with TheBeeGees", etc. It was initially rumored that he was drunk, but this rumor has long since been disproven.
** One of his last lines on this version, to a model who stated she was not pregnant upon his asking:
--->'''Alex Trebek:''' You're not pregnant? [[MisterSeahorse I'm not, either.]]
* LuckBasedMission: Dice tend to be like that. You can answer every question correctly, but still lose because of bad rolls screwing you over...or good rolls by your opponent.
* ObviousRulePatch: The 1978-80 revival changed the main-game from each ''number'' having '''one''' prize attached to each ''column'' having up to '''five''' prizes attached.
----

to:

->''"And now, a game of high stakes, where every decision is a gamble, and every move could be your last ...'''High Rollers'''!"''
-->--Opening spiel, as read by '''Kenny Williams''' (1974-76) and '''Dean Goss''' (1987-88).

MerrillHeatter-Bob Quigley GameShow originally produced in the 1970s for Creator/{{NBC}}, with Alex Trebek as host. A syndicated revival from 1987-88 had Wink Martindale as emcee.

The game was essentially a quiz-based version of "Shut The Box": two contestants answered general knowledge questions and rolled a large pair of dice, hoping to remove numbers from a game board and accumulate prizes. In the 1974-76 run, each number had a prize behind it, including two halves of a car (both of which had to be claimed by the same contestant or else it would be out of play). In the 1978-80 and 1987-88 runs, three numbers were in each of three column and had to be removed to claim the prize(s).

To win the prizes credited, a player had to either remove the last of the nine numbers or force their opponent to [[{{Whammy}} roll an invalid number]]. If a contestant rolled doubles, s/he got an Insurance Marker good for an ExtraTurn if a bad number was rolled.

The winner of a best-of-three match became champion and went on to play the Big Numbers.
----
!!GameShowTropes in use:
* BonusRound: Big Numbers, which worked similarly to the main game. Each removed number awarded $100, with a bonus for getting all nine $5,000 and/or a car (1978-80) or $10,000 (1974-76 and 1987-88).
** For the first few weeks of the 1974-76 run, players could stop and take the money after a good roll, as a bad roll with no Insurance Markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed to remove the car bonus and no longer have the contestant risk the accumulated money.
** The 1978-80 run changed the bonus twice: originally, it was $5,000 and a car worth about $5,000. Sometime between March 27 and December 4, 1979, the car became the sole grand prize; sometime between May 7 and June 9, 1980, the car was replaced by the $5,000.
* ComplacentGamingSyndrome: [[invoked]]It didn't matter how many prizes you stack on the board if there was any semi-realistic chance of a bad roll happening, the dice would almost always get passed to avoid the risk of players knocking themselves out of the game and your opponent winning by default.
* ExtraTurn: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.
* HomeGame: Two board games were made in 1975, and another in 1988. A computer game was also released in 1988.
* MinigameGame: The 1987-88 revival included mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game through clearing the column where it was placed a good roll, and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
** '''Around the World''': Five different destinations were announced and assigned a number from 1-5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence a "trip around the world") and a cash bonus.
*** The original version, used on the pilot and premiere, was '''Map Game'''; the only difference was that a more expensive trip was assigned to 6, and as such only one trip could be won.
** '''Wink's Garage Sale''': Usually contained four prizes of $500-$2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
** '''Dice Derby''': Two horses, "Odd" and "Even", competed in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually $1,000) and the other a grand prize of a trip, a fur coat, or car.
** '''Driver's Test''': A 12-space, 4x4 ringed game board was displayed, and the contestant had four rolls of the die to make the pawn land exactly in a space marked "CAR" (the pawn began seven spaces away from the winning space). Failure to win won consolation cash.
** '''It Takes Two''': Conceptually similar to "Around the World", only with other prizes (one a grand prize worth more than $3,000) in the mix. The contestant rolled the die as many times as was needed to roll one number twice, with the contestant winning the prize corresponding to that number. Rolling a 6 won all the prizes.
** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car, but an incorrect guess at any time lost. If the word was not solved, the contestant won $100 for each letter revealed.
** '''Lucky Numbers''': The contestant's hunch was tested as s/he chose a number between 1 and 6; a correct guess won a car.
** '''Rabbit Test''': Played only in the pilot, the models wore fur coats, one fake (worth $600) and the other real rabbit fur. If the contestant could "feel out" the real $6,000 fur, they won it.
** '''Smilin' Wink's Car Lot''': Each number from 1-5 represented a new car, while 6 represented a "clunker" (a used but operational car worth about $1,000-$2,000). The contestant rolled the die and won the car corresponding to the number rolled.
* Personnel:
** TheAnnouncer: Kenny Williams from 1974-80, Dean Goss on the Martindale version.
** GameShowHost: Alex Trebek hosted from 1974-80. Wink Martindale hosted the 1987-88 revival.
** LovelyAssistant: All versions had a model, two on the Martindale version, who did very little. Originally, they rolled the dice; from 1978 onward, the contestant rolled the dice, and the dice were brought back up to the contestants via the [[ItMakesSenseInContext Junior G-Man Magic Carpet]].
** StudioAudience
* ProgressiveJackpot: The 1978-80 revival's main game, where each column began with one prize and, for each round that column went unclaimed, another prize was added until that column had five prizes, at which point it froze. Upon being won (both being cleared through a good roll and the contestant winning the round), the column would begin again with one prize with more added. Rinse and repeat.
* UndesirablePrize: Did anyone ''really'' want an antique Chinese fishbowl? If it was worth $10,000 because it was stuffed with that much in cash like [[ThePriceIsRight Temptation]], then yes. But it wasn't.
-->'''Alex Trebek:''' (''on the June 20, 1980 GrandFinale'') And when we return, and return we ''will''...after this commercial break, we're gonna add something to it fish!
* {{Whammy}}: Any bad roll, such as a 3 and a 4 when those numbers and all others adding up to 7 had already been removed from the board. This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
* {{Zonk}}: Some of the prizes available in the MinigameGame of the 1987 revival, such as a Mickey Mouse phone in Wink's Garage Sale. Typically, these weren't Zonks in the ''LetsMakeADeal'' sense (which were sometimes nonsense but still real prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other ones available.
----
!!This show provides examples of:
* DownerEnding: Whenever a contestant plays the Big Numbers and ends up leaving the 1 on the board, like [[http://www.youtube.com/watch?v=MxyQhY5bX6I this.]]
* EverythingsBetterWithMonkeys: The 1986 {{pilot}} had a dice-throwing monkey in "Duel of the Dice", a minigame that didn't actually get used in the series (it involved rolling a higher total than a trained monkey did).
* FanRemake: A ''DoctorWho''-themed one by Greg "Greggo" Dasgo called ''[[http://www.youtube.com/watch?v=BAS8OQzxUVY Shut the TARDIS!]]'', which debuted at Geek Creation Show 2013. While clearly having some similarities to ''High Rollers'', there are some differences:
** If nobody rang in on a question, the game computer would randomly ring one of the players in and force them to answer.
** There are three "Shakri cubes" (randomizers) which, when stopped, reveal either a number up to 5 or a blank space (a zero).
** There are 12 numbers, each corresponding to one of the Doctors. (The Tenth Doctor represents 10, etc.)
** It takes triples (since there are three numbers to add together) to get an Insurance Marker, represented by a replica Sonic Screwdriver. Triples never count as a bad roll. (While doubles in the original got an Insurance Marker, if it was otherwise bad the Marker was immediately used.)
** One randomly-selected number is worth a bonus prize, even if that player loses.
** It takes three bad rolls (represented by Daleks) to lose, and each "match" is one game.
* FunnyAfro / PornStache: Trebek, believe it or not.
* GrandFinale: The June 20, 1980 finale was...odd, with Alex being uncharacteristically offbeat making faces to the camera and such NonSequitur comments as "Many moon come, that's a niner", "Seven-ahhhh!", "Staying alive with TheBeeGees", etc. It was initially rumored that he was drunk, but this rumor has long since been disproven.
** One of his last lines on this version, to a model who stated she was not pregnant upon his asking:
--->'''Alex Trebek:''' You're not pregnant? [[MisterSeahorse I'm not, either.]]
* LuckBasedMission: Dice tend to be like that. You can answer every question correctly, but still lose because of bad rolls screwing you over...or good rolls by your opponent.
* ObviousRulePatch: The 1978-80 revival changed the main-game from each ''number'' having '''one''' prize attached to each ''column'' having up to '''five''' prizes attached.
----
[[redirect:Series/HighRollers]]
11th Jan '14 6:59:00 AM WarioBarker
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* BonusRound: Big Numbers, which worked similarly to the main game. Each removed number awarded $100 each, with a bonus for getting all nine $5,000 and a car (1978-80) or $10,000 (1974-76 and 1987-88). The car was removed due to the energy crisis, then returned as the sole grand prize for a period before being replaced by $5,000.
** For the first few weeks of the 1974-76 run, players could stop and take the money after a good roll, as a bad roll with no Insurance Markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed so that the car bonus was removed, but a contestant who continued to roll did not risk the accumulated money.
* ComplacentGamingSyndrome: [[invoked]]It didn't matter how many prizes you stack on the board if there was any semi-realistic chance of a bad roll happening, the dice would almost always get passed to the other player, just to avoid the risk of knocking yourself out of the game and your opponent winning by default.
* ExtraTurn / OneUp: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.

to:

* BonusRound: Big Numbers, which worked similarly to the main game. Each removed number awarded $100 each, $100, with a bonus for getting all nine $5,000 and and/or a car (1978-80) or $10,000 (1974-76 and 1987-88). The car was removed due to the energy crisis, then returned as the sole grand prize for a period before being replaced by $5,000.
1987-88).
** For the first few weeks of the 1974-76 run, players could stop and take the money after a good roll, as a bad roll with no Insurance Markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed so that to remove the car bonus was removed, but a and no longer have the contestant who continued to roll did not risk the accumulated money.
** The 1978-80 run changed the bonus twice: originally, it was $5,000 and a car worth about $5,000. Sometime between March 27 and December 4, 1979, the car became the sole grand prize; sometime between May 7 and June 9, 1980, the car was replaced by the $5,000.
* ComplacentGamingSyndrome: [[invoked]]It didn't matter how many prizes you stack on the board if there was any semi-realistic chance of a bad roll happening, the dice would almost always get passed to the other player, just to avoid the risk of players knocking yourself themselves out of the game and your opponent winning by default.
* ExtraTurn / OneUp: ExtraTurn: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.
11th Jan '14 6:49:36 AM WarioBarker
Is there an issue? Send a Message


-->Opening spiel, as read by '''Kenny Williams''' (1974-76) and '''Dean Goss''' (1987-88).

MerrillHeatter and Bob Quigley produced this GameShow in the 1970s for Creator/{{NBC}}, with Alex Trebek as host. A syndicated revival from 1987-88 had Wink Martindale as emcee.

The game was essentially a quiz-based version of "Shut The Box"; two contestants answered general knowledge questions and rolled a large pair of dice, hoping to remove numbers from a game board and accumulate prizes. In the 1974-76 run, each number had a prize behind it, including two halves of a car (Both must be claimed by the contestant or the car would be out of play). In the 1978-80 and 1987-88 runs, three numbers were in a column and had to be removed to claim the prize(s). To win the prizes credited to him/her, a player had to either A) remove the last of the nine numbers or B) force the other player to [[{{Whammy}} roll an invalid number]]. When a contestant rolled doubles, s/he got an insurance marker, which was returned for an ExtraTurn if a bad number was rolled.

to:

-->Opening -->--Opening spiel, as read by '''Kenny Williams''' (1974-76) and '''Dean Goss''' (1987-88).

MerrillHeatter and Bob MerrillHeatter-Bob Quigley GameShow originally produced this GameShow in the 1970s for Creator/{{NBC}}, with Alex Trebek as host. A syndicated revival from 1987-88 had Wink Martindale as emcee.

The game was essentially a quiz-based version of "Shut The Box"; Box": two contestants answered general knowledge questions and rolled a large pair of dice, hoping to remove numbers from a game board and accumulate prizes. In the 1974-76 run, each number had a prize behind it, including two halves of a car (Both must (both of which had to be claimed by the same contestant or the car else it would be out of play). In the 1978-80 and 1987-88 runs, three numbers were in a each of three column and had to be removed to claim the prize(s). prize(s).

To win the prizes credited to him/her, credited, a player had to either A) remove the last of the nine numbers or B) force the other player their opponent to [[{{Whammy}} roll an invalid number]]. When If a contestant rolled doubles, s/he got an insurance marker, which was returned Insurance Marker good for an ExtraTurn if a bad number was rolled.
rolled.

The winner of a best-of-three match became champion and went on to play the Big Numbers.



!!GameShow Tropes in use:
* BonusRound: Big Numbers, present in all versions, which worked similarly to the main game. Each removed number award $100 each, with a bonus awarded for getting all nine $5,000 and a car (1978-80) or $10,000 (1974-76 and 1987-88). The car was removed due to the energy crisis, then returned as the sole grand prize for a period before being replaced by $5,000.
** In the first few weeks of the 1974-76 run, contestants could stop and take the money after a good roll. A bad roll with no insurance markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed so that the car bonus was removed, but a contestant who continued to roll did not risk the accumulated money.

to:

!!GameShow Tropes !!GameShowTropes in use:
* BonusRound: Big Numbers, present in all versions, which worked similarly to the main game. Each removed number award awarded $100 each, with a bonus awarded for getting all nine $5,000 and a car (1978-80) or $10,000 (1974-76 and 1987-88). The car was removed due to the energy crisis, then returned as the sole grand prize for a period before being replaced by $5,000.
** In For the first few weeks of the 1974-76 run, contestants players could stop and take the money after a good roll. A roll, as a bad roll with no insurance markers Insurance Markers ended the game and lost the bonus money accumulated. The contestant won a car for removing eight numbers, and $10,000 for all nine. The rules soon changed so that the car bonus was removed, but a contestant who continued to roll did not risk the accumulated money.



* ExtraTurn [=/=] OneUp: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.
* HomeGame: One was made for the 1987 version.
* MinigameGame: The 1987 revival involved a series of mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game through clearing the column where it was placed a good roll, and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
** An "'''Around the World'''" game saw five different destinations announced and assigned a number from 1 to 5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence, a "trip around the world") and a cash bonus.
*** An earlier version played on the pilot and series premiere was '''Map Game''', with a sixth, more expensive trip assigned to the number 6. As such, only one trip could be won.
** "'''Wink's Garage Sale'''," which contained usually four prizes of $500-2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
** "'''Dice Derby'''," which saw two horses "Odd" and "Even" compete in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually, $1,000) and the other a grand prize of a trip, a fur coat or a car.
** '''Driver's Test''': A 12-position, 4x4 ringed game board was displayed, and the contestant had four rolls of the die to make his pawn land exactly in a space marked "CAR" (the pawn began seven spaces away from the winning space). Failure to win won consolation cash.
** '''It Takes Two''': Conceptually similar to "Around the World," only with other prizes one a grand prize worth more than $3,000 in the mix. The contestant rolled the die as many times as was needed to roll one number twice, with the contestant winning the prize corresponding to that number. Rolling a 6 won all the prizes.
** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car, but an incorrect guess at any time lost. If the world was notsolved, the contestant won $100 for each letter revealed.
** '''Lucky Numbers''': The contestant's hunch was tested as he chose a number between 1 and 6; a correct guess won a new car.

to:

* ExtraTurn [=/=] / OneUp: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.
* HomeGame: One was Two board games were made for the 1987 version.
in 1975, and another in 1988. A computer game was also released in 1988.
* MinigameGame: The 1987 1987-88 revival involved a series of included mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game through clearing the column where it was placed a good roll, and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
** An "'''Around ** '''Around the World'''" game saw five World''': Five different destinations were announced and assigned a number from 1 to 5, 1-5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence, (hence a "trip around the world") and a cash bonus.
*** An earlier version played The original version, used on the pilot and series premiere premiere, was '''Map Game''', with Game'''; the only difference was that a sixth, more expensive trip was assigned to the number 6. As such, 6, and as such only one trip could be won.
** "'''Wink's '''Wink's Garage Sale'''," which Sale''': Usually contained usually four prizes of $500-2,000, $500-$2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
** "'''Dice Derby'''," which saw two horses '''Dice Derby''': Two horses, "Odd" and "Even" compete "Even", competed in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually, (usually $1,000) and the other a grand prize of a trip, a fur coat coat, or a car.
** '''Driver's Test''': A 12-position, 12-space, 4x4 ringed game board was displayed, and the contestant had four rolls of the die to make his the pawn land exactly in a space marked "CAR" (the pawn began seven spaces away from the winning space). Failure to win won consolation cash.
** '''It Takes Two''': Conceptually similar to "Around the World," World", only with other prizes one (one a grand prize worth more than $3,000 $3,000) in the mix. The contestant rolled the die as many times as was needed to roll one number twice, with the contestant winning the prize corresponding to that number. Rolling a 6 won all the prizes.
** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car, but an incorrect guess at any time lost. If the world word was notsolved, not solved, the contestant won $100 for each letter revealed.
** '''Lucky Numbers''': The contestant's hunch was tested as he s/he chose a number between 1 and 6; a correct guess won a new car.



** '''Smilin' Wink's Car Lot''': In this game each number on a die represented a new car, except number 6, which represented a "clunker," a used but operational car worth about $1,000-$2,000. The contestant rolled the die and won the car corresponding to the number rolled.

to:

** '''Smilin' Wink's Car Lot''': In this game each Each number on a die from 1-5 represented a new car, except number 6, which while 6 represented a "clunker," a "clunker" (a used but operational car worth about $1,000-$2,000.$1,000-$2,000). The contestant rolled the die and won the car corresponding to the number rolled.



* ProgressiveJackpot: The 1978-80 revival's main game, where each column began with one prize and, for each round that column went unclaimed, another prize was added until that column had five prizes, at which point it froze. Upon being won (both being cleared through a good roll and the contestant winning the round), the column would begin again with one prize with more added. Rinse and repeat.



-->'''Alex Trebek''' (''on the June 20, 1980 GrandFinale''): And when we return, and return we ''will''...after this commercial break, we're gonna add something to it fish!
* {{Whammy}}: Any bad roll for instance, rolling a 3 and a 4 when those numbers and all others adding up to 7 were removed from the board (i.e., only 8 and 9 were left). This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
* {{Zonk}}: Some of the prizes available in the MinigameGame of the 1987 revival, such as a Mickey Mouse phone in "Wink's Garage Sale." Typically, these were not "zonks" a la ''LetsMakeADeal'' (nonsense prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other prizes or grand prize available.

to:

-->'''Alex Trebek''' Trebek:''' (''on the June 20, 1980 GrandFinale''): GrandFinale'') And when we return, and return we ''will''...after this commercial break, we're gonna add something to it fish!
* {{Whammy}}: Any bad roll for instance, rolling roll, such as a 3 and a 4 when those numbers and all others adding up to 7 were had already been removed from the board (i.e., only 8 and 9 were left). board. This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
* {{Zonk}}: Some of the prizes available in the MinigameGame of the 1987 revival, such as a Mickey Mouse phone in "Wink's Wink's Garage Sale." Sale. Typically, these were not "zonks" a la weren't Zonks in the ''LetsMakeADeal'' (nonsense sense (which were sometimes nonsense but still real prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other prizes or grand prize ones available.



* DownerEnding: Whenever a contestant plays the Big Numbers, and has a "1" left on the board, like [[http://www.youtube.com/watch?v=MxyQhY5bX6I this]].
* EverythingsBetterWithMonkeys: The 1986 {{pilot}} had a dice-throwing monkey in "Duel Of The Dice", a minigame that didn't actually get used in the series (it involved rolling a higher total than a trained monkey did).
* FanRemake: A ''DoctorWho'' themed one by Greg "Greggo" Wicker, called ''Shut the TARDIS!'' It debuted at Geek Creation Show 2013. [[http://www.youtube.com/watch?v=BAS8OQzxUVY Here's part 1 of the debut.]] Differences between the remake and ''High Rollers'' are as follows:
** If nobody rang in, the game computer would randomly ring one of the players in and force them to answer.
** There are three "Shakri cubes" (randomizers), which, when stopped, reveal either a number up to 5 or a blank space (a zero).
** There are 12 numbers to knock off, each corresponding to one of the Doctors. (So the Tenth Doctor represents the number 10, and so on.)
** It takes triples (since there are three numbers to add together) to get an insurance marker (represented by a replica Sonic Screwdriver). Triples never count as a bad roll. (Although doubles in the original got an insurance marker, if it was otherwise bad, you used your newly-acquired insurance marker immediately.)
** One randomly-selected number is worth a bonus prize, even if the player lost.
** It takes three bad rolls (represented by Daleks) to lose. A single game is the match.
* FunnyAfro[=/=]PornStache: Trebek, believe it or not.

to:

* DownerEnding: Whenever a contestant plays the Big Numbers, Numbers and has a "1" left ends up leaving the 1 on the board, like [[http://www.youtube.com/watch?v=MxyQhY5bX6I this]].
this.]]
* EverythingsBetterWithMonkeys: The 1986 {{pilot}} had a dice-throwing monkey in "Duel Of The of the Dice", a minigame that didn't actually get used in the series (it involved rolling a higher total than a trained monkey did).
* FanRemake: A ''DoctorWho'' themed ''DoctorWho''-themed one by Greg "Greggo" Wicker, Dasgo called ''Shut the TARDIS!'' It debuted at Geek Creation Show 2013. [[http://www.''[[http://www.youtube.com/watch?v=BAS8OQzxUVY Here's part 1 of Shut the debut.]] Differences between the remake and TARDIS!]]'', which debuted at Geek Creation Show 2013. While clearly having some similarities to ''High Rollers'' Rollers'', there are as follows:
some differences:
** If nobody rang in, in on a question, the game computer would randomly ring one of the players in and force them to answer.
** There are three "Shakri cubes" (randomizers), (randomizers) which, when stopped, reveal either a number up to 5 or a blank space (a zero).
** There are 12 numbers to knock off, numbers, each corresponding to one of the Doctors. (So the (The Tenth Doctor represents the number 10, and so on.etc.)
** It takes triples (since there are three numbers to add together) to get an insurance marker (represented Insurance Marker, represented by a replica Sonic Screwdriver).Screwdriver. Triples never count as a bad roll. (Although (While doubles in the original got an insurance marker, Insurance Marker, if it was otherwise bad, you used your newly-acquired insurance marker immediately.bad the Marker was immediately used.)
** One randomly-selected number is worth a bonus prize, even if the that player lost.
loses.
** It takes three bad rolls (represented by Daleks) to lose. A single game lose, and each "match" is the match.
one game.
* FunnyAfro[=/=]PornStache: FunnyAfro / PornStache: Trebek, believe it or not.



--->'''Alex Trebek''': You're not pregnant? [[MisterSeahorse I'm not, either.]]

to:

--->'''Alex Trebek''': Trebek:''' You're not pregnant? [[MisterSeahorse I'm not, either.]]



* MinigameGame: The Martindale version, where every game had a column that represented a "special game".



* ProgressiveJackpot: The 1978-1980 revival's main game, where each column began with one prize and for each round the column went unclaimed another prize was added until that column had five prizes, at which point it froze. Upon being won (both being cleared through a good roll and the contestant winning the round), the column would begin again with one prize with more added. Rinse and repeat.
** Each column was independent of one another. If one or possibly two columns worth of prizes were won but the third wasn't, only the first two columns would be "cleared" and the next round would begin with one prize in each of those columns. As such, it was possible for the three columns to have varying numbers of prizes attached to them e.g., the first column might have one prize, while the middle column has four and the right-hand column may have three.
2nd Dec '13 6:07:48 PM theduck87
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* ExtraTurn: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.

to:

* ExtraTurn: ExtraTurn [=/=] OneUp: The Insurance Markers, awarded by rolling doubles and given back upon making a bad roll.


Added DiffLines:

* FanRemake: A ''DoctorWho'' themed one by Greg "Greggo" Wicker, called ''Shut the TARDIS!'' It debuted at Geek Creation Show 2013. [[http://www.youtube.com/watch?v=BAS8OQzxUVY Here's part 1 of the debut.]] Differences between the remake and ''High Rollers'' are as follows:
** If nobody rang in, the game computer would randomly ring one of the players in and force them to answer.
** There are three "Shakri cubes" (randomizers), which, when stopped, reveal either a number up to 5 or a blank space (a zero).
** There are 12 numbers to knock off, each corresponding to one of the Doctors. (So the Tenth Doctor represents the number 10, and so on.)
** It takes triples (since there are three numbers to add together) to get an insurance marker (represented by a replica Sonic Screwdriver). Triples never count as a bad roll. (Although doubles in the original got an insurance marker, if it was otherwise bad, you used your newly-acquired insurance marker immediately.)
** One randomly-selected number is worth a bonus prize, even if the player lost.
** It takes three bad rolls (represented by Daleks) to lose. A single game is the match.
27th Jul '13 6:56:20 PM IncoG5nito
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* HomeGame: One was made for the 1987 version.



** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car but lost if guessing incorrectly at any time. If the world were unsolved, the contestnat won $100 for each letter revealed.

to:

** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car car, but lost if guessing incorrectly an incorrect guess at any time. time lost. If the world were unsolved, was notsolved, the contestnat contestant won $100 for each letter revealed.



** '''Smiling Wink's Car Lot''': In this game each number on a die represented a new car, except number 6, which represented a "clunker," a used but operational car worth about $1,000-$2,000. The contestant rolled the die and won the car corresponding to the number rolled.

to:

** '''Smiling '''Smilin' Wink's Car Lot''': In this game each number on a die represented a new car, except number 6, which represented a "clunker," a used but operational car worth about $1,000-$2,000. The contestant rolled the die and won the car corresponding to the number rolled.



** LovelyAssistant: All versions had a model who did very little. Originally, they rolled the dice; from 1978 onward, the contestant rolled the dice, and the dice were brought back up to the contestants via the [[ItMakesSenseInContext Junior G-Man Magic Carpet]].

to:

** LovelyAssistant: All versions had a model model, two on the Martindale version, who did very little. Originally, they rolled the dice; from 1978 onward, the contestant rolled the dice, and the dice were brought back up to the contestants via the [[ItMakesSenseInContext Junior G-Man Magic Carpet]].



** Each column was independent of one another. If one or possibly two columns worth of prizes were won but the third wasn't, only the first two columns would be "cleared" and the next round would begin with one prize in each of those columns. As such, it was possible for the three columns to have varying numbers of prizes attached to them e.g., the first column might have one prize, while the middle column has four and the righthand column may have three.

to:

** Each column was independent of one another. If one or possibly two columns worth of prizes were won but the third wasn't, only the first two columns would be "cleared" and the next round would begin with one prize in each of those columns. As such, it was possible for the three columns to have varying numbers of prizes attached to them e.g., the first column might have one prize, while the middle column has four and the righthand right-hand column may have three.
6th Jun '13 1:33:26 AM Twentington
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** '''Rabbit Test''': Played only in the pilot, the models wore [[fur coats]], one fake (worth $600) and the other real rabbit fur. If the contestant could "feel out" the real $6,000 fur, they won it.

to:

** '''Rabbit Test''': Played only in the pilot, the models wore [[fur coats]], fur coats, one fake (worth $600) and the other real rabbit fur. If the contestant could "feel out" the real $6,000 fur, they won it.
17th Mar '13 11:53:13 AM Briguy52748
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* {{Whammy}}: Any bad roll for instance, rolling a 3 and a 4 when both numbers and the 7 were already removed from the board. This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.

to:

* {{Whammy}}: Any bad roll for instance, rolling a 3 and a 4 when both those numbers and the all others adding up to 7 were already removed from the board.board (i.e., only 8 and 9 were left). This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
17th Mar '13 11:51:23 AM Briguy52748
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* {{Zonk}}: Some of the prizes available in the MinigameGames of the 1987 revival, such as a Mickey Mouse phone in "Wink's Garage Sale." Typically, these were not "zonks" a la ''LetsMakeADeal'' (nonsense prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other prizes or grand prize available.

to:

* {{Zonk}}: Some of the prizes available in the MinigameGames MinigameGame of the 1987 revival, such as a Mickey Mouse phone in "Wink's Garage Sale." Typically, these were not "zonks" a la ''LetsMakeADeal'' (nonsense prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other prizes or grand prize available.
17th Mar '13 11:50:46 AM Briguy52748
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Added DiffLines:

* MinigameGame: The 1987 revival involved a series of mini-games where prizes were determined by the roll of a die. These games would be played only by provisionally earning the right to play the game through clearing the column where it was placed a good roll, and then later winning the game. Typical games assigned numbers to various prizes or outcomes, with prizes awarded depending on the outcome. Examples:
** An "'''Around the World'''" game saw five different destinations announced and assigned a number from 1 to 5, and the contestant won that trip by rolling that number; rolling a 6 won all the trips (hence, a "trip around the world") and a cash bonus.
*** An earlier version played on the pilot and series premiere was '''Map Game''', with a sixth, more expensive trip assigned to the number 6. As such, only one trip could be won.
** "'''Wink's Garage Sale'''," which contained usually four prizes of $500-2,000, a grand prize of more than $3,000, and a smaller prize of up to $100.
** "'''Dice Derby'''," which saw two horses "Odd" and "Even" compete in a race, with a particular horse advancing one space depending on the number rolled. Depending on which horse finished first, one awarded a cash prize (usually, $1,000) and the other a grand prize of a trip, a fur coat or a car.
** '''Driver's Test''': A 12-position, 4x4 ringed game board was displayed, and the contestant had four rolls of the die to make his pawn land exactly in a space marked "CAR" (the pawn began seven spaces away from the winning space). Failure to win won consolation cash.
** '''It Takes Two''': Conceptually similar to "Around the World," only with other prizes one a grand prize worth more than $3,000 in the mix. The contestant rolled the die as many times as was needed to roll one number twice, with the contestant winning the prize corresponding to that number. Rolling a 6 won all the prizes.
** '''Love Letters''': The contestant rolled a die up to six times to reveal letters in a six-letter word. Solving the word at any time won a new car but lost if guessing incorrectly at any time. If the world were unsolved, the contestnat won $100 for each letter revealed.
** '''Lucky Numbers''': The contestant's hunch was tested as he chose a number between 1 and 6; a correct guess won a new car.
** '''Rabbit Test''': Played only in the pilot, the models wore [[fur coats]], one fake (worth $600) and the other real rabbit fur. If the contestant could "feel out" the real $6,000 fur, they won it.
**'''Smiling Wink's Car Lot''': In this game each number on a die represented a new car, except number 6, which represented a "clunker," a used but operational car worth about $1,000-$2,000. The contestant rolled the die and won the car corresponding to the number rolled.


Added DiffLines:

* {{Zonk}}: Some of the prizes available in the MinigameGames of the 1987 revival, such as a Mickey Mouse phone in "Wink's Garage Sale." Typically, these were not "zonks" a la ''LetsMakeADeal'' (nonsense prizes such as a herd of baby goats), but the prizes were less in value or desirability than the other prizes or grand prize available.
17th Mar '13 11:21:09 AM Briguy52748
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* {{Whammy}}: Any bad roll.

to:

* {{Whammy}}: Any bad roll.roll for instance, rolling a 3 and a 4 when both numbers and the 7 were already removed from the board. This is why control of the dice became more important as the game progressed, and as fewer numbers and "good rolls" were available contestants rarely decided to roll late in the game.
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