History Main / RetiredGameShowElement

4th Jan '16 1:49:56 PM Gimere
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** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter [[note]](Although one exception was when the '''Double Play''' was used prior to landing on the $10,000 prize wedge, doubling it to $20,000 if the player picked it up and then won the round, [[MomentOfAwesome which actually happened]])[[/note]]. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]

to:

** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter [[note]](Although one exception was when the '''Double Play''' was used prior to landing on the $10,000 prize wedge, doubling it to $20,000 if the player picked it up and then won the round, [[MomentOfAwesome [[SugarWiki/MomentOfAwesome which actually happened]])[[/note]]. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]



* The American ''Series/WhoWantsToBeAMillionaire'' axed the Fastest Finger when the syndicated run debuted and just had contestants brought in one at a time. Later on, they removed the 50:50 (replaced by Double Dip amidst fan allegations that it wasn't actually random, basically started by Norm [=MacDonald=] during the original ABC run), Phone-A-Friend (devolved into Phone-Someone-To-Website/{{Google}}-The-Answer) and Switch the Question.

to:

* The American ''Series/WhoWantsToBeAMillionaire'' axed the Fastest Finger when the syndicated run debuted and just had contestants brought in one at a time. Later on, they removed the 50:50 (replaced by Double Dip amidst fan allegations that it wasn't actually random, basically started by Norm [=MacDonald=] during the original ABC run), Phone-A-Friend (devolved (which had devolved into Phone-Someone-To-Website/{{Google}}-The-Answer) and Switch the Question.
31st Dec '15 1:43:15 PM WarioBarker
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* The game "Breakthrough & Conquer" during the first half of ''Series/AmericanGladiators'' had the ring (the "Conquer" portion of the game) elevated in one episode. When gladiator Sunny [[http://gameshowgarbage.com/ind007_agconquer.html dislocated her knee]], the original non-elevated ring was brought back ''right after the commercial break''.

to:

* The game "Breakthrough & Conquer" during the first half of ''Series/AmericanGladiators'' Season 1 had the ring (the "Conquer" portion of the game) elevated in one episode. When gladiator Sunny [[http://gameshowgarbage.com/ind007_agconquer.html dislocated her knee]], the original non-elevated ring was brought back ''right after the commercial break''.



* The style of clue-writing on ''Series/{{Jeopardy}}'' has generally evolved over time such that the simple answer-to-a-question prompts have been mostly replaced with longer clues featuring secondary facts. One style of clue that's entirely disappeared is the list of items with a common bond (save for the rare "Common Bonds" type category, of course). An example from [[https://youtu.be/Z4g27HTZNXg?t=3m30s the 1987 Teen Tournament]]:

to:

* The style of clue-writing on ''Series/{{Jeopardy}}'' has generally evolved over time such that the simple answer-to-a-question prompts have been mostly replaced with longer clues featuring secondary facts. One style of clue that's entirely disappeared is the list of items with a common bond (save for the rare "Common Bonds" type category, of course). An example from [[https://youtu.be/Z4g27HTZNXg?t=3m30s be/Z4g27HTZNXg&t=3m30s the 1987 Teen Tournament]]:



** In 2003 (season 20), [[GameShowWinningsCap the five-day limit for champions]] was lifted as well...just in time for Ken Jennings to make his legendary 75-game run.

to:

** In 2003 (season (Season 20), [[GameShowWinningsCap the five-day limit for champions]] was lifted as well...just in time for Ken Jennings to make his legendary 75-game run.



* In early 1974, a contestant going to the Super Match in consecutive times could not call on a celebrity for the head-to-head match that had already been called. This was rescinded a couple of weeks later.

to:

* In early 1974, a contestant going to the Super Match Super-Match in consecutive times could not call on a celebrity for the head-to-head match Head-To-Head Match that had already been called. This change, likely made to halt the ever-growing number of times players picked Richard Dawson, was rescinded a couple of weeks later.



* Punch-a-Bunch (debuted 1978) originally involved punching out a number, and then another slip with either "thousand", "hundred", or "dollars" before just switching to slips with amounts on them.
* Range Game (debuted 1973) has always had the $600 scale but debuted with a ''$50'' rangefinder. This was upped to $100 sometime between April 17 and May 8, then to the current $150 by June 8.

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* Punch-a-Bunch Punch-A-Bunch (debuted 1978) originally involved punching out picking the small prizes one at a number, and time. If a prize was won, the contestant chose a letter from "PUNCHBOARD" for a number (1, 2, 3, 4, 5, or 10), then another punched a hole on the main board for a slip with either "thousand", "hundred", or "dollars" before just switching "dollar" on it.
** While the standard rules debuted on the game's first playing of 1979, the Punchboard itself remained until the start of Season 25. The only real change in that time were
to slips with amounts on them.
the board itself was that the logo, originally rainbow-colored, changed to a solid yellow at some point between December 1979 and September 1980.
* Range Game (debuted 1973) has always had the $600 scale scale, but debuted with a ''$50'' rangefinder. This was upped to $100 sometime between April 17 and May 8, then to the current $150 by June 8.8, 1973. During this period, the game only appeared once on the nighttime version (#035N, taped April 9, 1973), and used a '''$200''' rangefinder.



* Credit Card (1987-2008): Supposedly withdrawn to be "revamped for HD", although Richards claimed in June 2011 that it is ''not'' retired and its status remains unclear. Amusingly, the game was played for nearly a full year after the titular card's "expiration date" of December 2007.

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* Credit Card (1987-2008): Supposedly withdrawn to be "revamped for HD", although Richards claimed in June 2011 that it is ''not'' retired...although the fact the game is not on the official website likely means that it has been retired and its status remains unclear.(the fact it was the only five-prize game didn't help matters). Amusingly, the game was played for nearly a full year after the titular card's "expiration date" of December 2007.



* Joker (1994-2007): Drew Carey didn't like that it could be lost even if the contestant played the pricing portion perfectly, which happened several times. [[note]](The game had been scheduled to return on February 29, 2008, but was replaced by Bonus Game.)[[/note]]

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* Joker (1994-2007): Roger Dobkowitz decided that Drew Carey didn't probably wouldn't like the fact that it the game could be lost even if the contestant played the pricing portion perfectly, which perfectly (which happened several times.times), and opted to get rid of the game rather than have a fight about it. [[note]](The game had been scheduled to return on February 29, 2008, but was replaced by Bonus Game.)[[/note]]



* On the Nose (1984-85): Car game that focused on sports-related stunts (the pricing aspect determined how many chances the player got, although guessing the right price won $1,000), which ended up being [[http://gameshowgarbage.com/ind101_onthenose.html quite a loss magnet.]]

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* On the Nose (1984-85): Car game that focused on one of five sports-related stunts (the pricing aspect determined how many chances the player got, although guessing the right price won $1,000), which ended up being [[http://gameshowgarbage.com/ind101_onthenose.html quite a loss magnet.]]



* Professor Price (1977): A setup which had almost nothing to do with the show's core format of identifying prices (trivia questions that had numbers as answers, then determining whether that number was in the price of the car) and a win structure that ''required'' getting at least one of the trivia questions right. To be fair, while it was only played twice (November 14 and 21, 1977) it ''was'' won on both playings, making it the only pricing game with a perfect record.

to:

* Professor Price (1977): A setup which had almost nothing to do with the show's core format of identifying prices (trivia (general-knowledge questions that had numbers as answers, then determining whether that number was in the price of the car) and a win structure that ''required'' getting at least one of the trivia questions right. To be fair, while it was only played twice (November 14 and 21, 1977) it ''was'' won on both playings, making it the only pricing game with a perfect record.



** The game was revived in September 2014 for the new season with rule change that manages to better reflect the name of the game.

to:

** The game was revived in September 2014 for the new season with rule change changes that manages managed to better reflect the name of the game.



* On ''The $25,000 Series/{{Pyramid}}'', the 7-11 offered a choice: the team could take $50 per word, or try to get all seven words for the $1,100 bonus. "Play it safe" was retired because almost nobody ever took it. The choice later returned, now offering $500 per word, in the 2009 ''$1,000,000 Pyramid'' pilots.

to:

* On ''The $25,000 Series/{{Pyramid}}'', the 7-11 offered a choice: the team could take $50 per word, or try to get all seven words for the $1,100 bonus. "Play it safe" was retired because almost nobody ever took it. The choice later returned, now offering $500 per word, in the 2009 ''$1,000,000 Pyramid'' pilots.



** For a time in 1983, contestants were required to accumulate ''exactly'' $1,000, meaning if they meant over, they must find TIC and TAC to win. Thankfully, this lasted only a few months.

to:

** For a time in 1983, contestants were required to accumulate ''exactly'' $1,000, meaning if they meant over, they must had to find the TIC and TAC to win. Thankfully, this lasted only a few months.



* Perhaps the most famous element that was retired from ''Series/WheelOfFortune'' was the shopping; initially, contestants used their cash winnings to buy prizes (or as Pat referred to it on several occasions, "fake money with which you'd buy cheesy prizes"). The nighttime version experimented with a play-for-cash format from October 5-30, 1987, which proved so successful that the shopping was seamlessly and permanently ousted from there. The daytime show continued to use shopping until the first CBS episode (July 17, 1989), which began using a scaled-down version of the play-for-cash format.

to:

* Perhaps the most famous element that was retired from ''Series/WheelOfFortune'' was the shopping; initially, contestants used their cash winnings to buy prizes (or as Pat referred to it on several occasions, "fake money with which you'd buy cheesy prizes"). The nighttime version experimented with a play-for-cash format from October 5-30, 1987, which proved so successful that the shopping was seamlessly and permanently ousted from there. The daytime show continued to use shopping until the first CBS episode (July 17, 1989), at which point it began using a scaled-down version of the play-for-cash format.format.












*** While it was used from the original 1973 pilot until Fall 1975, it was redundant from the start: through at least September 5, 1975, players could buy vowels anytime. The Milton Bradley {{Home Game}}s in '75 show that Buy A Vowel not only lasted long enough to see the ousting of the original two-digit spaces and the arrival of gift certificates, but became a far more useful wedge by way of ''requiring'' players to hit it...until ''Wheel'' decided to just get rid of the thing by November 3.

to:

*** While it was used from the original 1973 pilot until Fall 1975, it was redundant from the start: through at least September 5, 1975, players could buy vowels anytime. The Milton Bradley {{Home Game}}s in '75 show that Buy A Vowel not only lasted long enough to see the ousting of the original two-digit spaces and the arrival of gift certificates, but became certificates; however, they also have it being a far more useful wedge by way of ''requiring'' players to hit it...until it (whether this rule was actually used on the show is uncertain and, based on the above, unlikely). By November 3, ''Wheel'' decided to just get rid of the thing by November 3.thing.
8th Dec '15 6:00:29 PM 8088ben
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* In February 1997, the trilon-based puzzle board was retired, replaced by a new board with touch-based screens. The last thing shown on the old board? FOR SALE.

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* In February 1997, the trilon-based puzzle board was retired, replaced by a new board with touch-based screens. The last thing shown on the old board? FOR SALE. [[note]]In fact, the board was later sent to the Smithsonian.[[/note]]
30th Nov '15 5:45:48 AM Gimere
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* ''[[DoubleDare1986 Double Dare]]'' had a number of stunts and obstacles retired after the first couple appearances. Most notable is how, for one episode, they tried replacing the pies in the "Catch the Pies in your Large Clown Pants" challenge with G.I. Joe figures. This led to a contestant's broken nose and the idea was dropped.

to:

* ''[[DoubleDare1986 ''[[Series/DoubleDare1986 Double Dare]]'' had a number of stunts and obstacles retired after the first couple appearances. Most notable is how, for one episode, they tried replacing the pies in the "Catch the Pies in your Large Clown Pants" challenge with G.I. Joe figures. This led to a contestant's broken nose and the idea was dropped.



* The style of clue-writing on ''Series/{{Jeopardy}}!'' has generally evolved over time such that the simple answer-to-a-question prompts have been mostly replaced with longer clues featuring secondary facts. One style of clue that's entirely disappeared is the list of items with a common bond (save for the rare "Common Bonds" type category, of course). An example from [[https://youtu.be/Z4g27HTZNXg?t=3m30s the 1987 Teen Tournament]]:

to:

* The style of clue-writing on ''Series/{{Jeopardy}}!'' ''Series/{{Jeopardy}}'' has generally evolved over time such that the simple answer-to-a-question prompts have been mostly replaced with longer clues featuring secondary facts. One style of clue that's entirely disappeared is the list of items with a common bond (save for the rare "Common Bonds" type category, of course). An example from [[https://youtu.be/Z4g27HTZNXg?t=3m30s the 1987 Teen Tournament]]:



* The 1984-86 ''[[LetsMakeADeal All-New Let's Make a Deal]]'' featured a "Door #4" element that would pop up at a random time over the course of each episode. A random contestant would be chosen via the "People Picker Computer" and have the opportunity to make a deal with Monty.

to:

* The 1984-86 ''[[LetsMakeADeal ''[[Series/LetsMakeADeal All-New Let's Make a Deal]]'' featured a "Door #4" element that would pop up at a random time over the course of each episode. A random contestant would be chosen via the "People Picker Computer" and have the opportunity to make a deal with Monty.



The current version of ''ThePriceIsRight'' began with only five pricing games, and has constantly taken games in and out of the rotation over time. Along with modifying the number of games in the rotation, some of the active games had their rules altered over time:

to:

The current version of ''ThePriceIsRight'' ''Series/ThePriceIsRight'' began with only five pricing games, and has constantly taken games in and out of the rotation over time. Along with modifying the number of games in the rotation, some of the active games had their rules altered over time:



* On ''The $25,000 {{Pyramid}}'', the 7-11 offered a choice: the team could take $50 per word, or try to get all seven words for the $1,100 bonus. "Play it safe" was retired because almost nobody ever took it. The choice later returned, now offering $500 per word, in the 2009 ''$1,000,000 Pyramid'' pilots.

to:

* On ''The $25,000 {{Pyramid}}'', Series/{{Pyramid}}'', the 7-11 offered a choice: the team could take $50 per word, or try to get all seven words for the $1,100 bonus. "Play it safe" was retired because almost nobody ever took it. The choice later returned, now offering $500 per word, in the 2009 ''$1,000,000 Pyramid'' pilots.



* The first Lifetime season of ''SupermarketSweep'' had a giant monster (such as [[Franchise/{{Frankenstein}} Frankenstein's Monster]] or a gorilla) that would occasionally roam the aisles, and contestants would have to turn around if they encountered it.

to:

* The first Lifetime season of ''SupermarketSweep'' ''Series/SupermarketSweep'' had a giant monster (such as [[Franchise/{{Frankenstein}} Frankenstein's Monster]] or a gorilla) that would occasionally roam the aisles, and contestants would have to turn around if they encountered it.



* The first two Lifetime seasons of ''ShopTilYouDrop'' (1991-92) had a lower-budget bonus round: the goal was $1,000, and the items the team began with ranged from 49 cents to $250; further, among the items (both with the team and in the mall) were gag gifts, which weren't worth much of anything. The standard $2,500 goal was introduced at the start of Season 3 (1993), the gag gifts were ousted, and there were only a few prizes worth less than $100.

to:

* The first two Lifetime seasons of ''ShopTilYouDrop'' ''Series/ShopTilYouDrop'' (1991-92) had a lower-budget bonus round: the goal was $1,000, and the items the team began with ranged from 49 cents to $250; further, among the items (both with the team and in the mall) were gag gifts, which weren't worth much of anything. The standard $2,500 goal was introduced at the start of Season 3 (1993), the gag gifts were ousted, and there were only a few prizes worth less than $100.



* When ''{{Tattletales}}'' debuted in February 1974, there were two kinds of questions: one derived from the show's predecessor ''Series/HeSaidSheSaid'' (telling a story based on a question about the couples' lives, then having the other spouse match the story from a clue word), the other a "''Tattletales'' Quickie" (predicting how the spouse would answer a multiple-choice question). In June 1974, the format went to all-Quickies.

to:

* When ''{{Tattletales}}'' ''Series/{{Tattletales}}'' debuted in February 1974, there were two kinds of questions: one derived from the show's predecessor ''Series/HeSaidSheSaid'' (telling a story based on a question about the couples' lives, then having the other spouse match the story from a clue word), the other a "''Tattletales'' Quickie" (predicting how the spouse would answer a multiple-choice question). In June 1974, the format went to all-Quickies.
4th Nov '15 6:43:49 PM WarioBarker
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*** While it was used from the original 1973 pilot until some point in 1975, it was redundant from the start: through at least July 15, 1975, players could buy vowels anytime. The Milton Bradley {{Home Game}}s in '75 show that Buy A Vowel not only lasted long enough to see the ousting of the original two-digit spaces and the arrival of gift certificates, but became a far more useful wedge by way of ''requiring'' players to hit it...until ''Wheel'' decided to just get rid of the thing.

to:

*** While it was used from the original 1973 pilot until some point in Fall 1975, it was redundant from the start: through at least July 15, September 5, 1975, players could buy vowels anytime. The Milton Bradley {{Home Game}}s in '75 show that Buy A Vowel not only lasted long enough to see the ousting of the original two-digit spaces and the arrival of gift certificates, but became a far more useful wedge by way of ''requiring'' players to hit it...until ''Wheel'' decided to just get rid of the thing.thing by November 3.



** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter [[note]] Although one exception was when the '''Double Play''' was used prior to landing on the $10,000 prize wedge, doubling it to $20,000 if the player picked it up and then won the round, [[CrowningMomentOfAwesome which actually happened]] [[/note]]. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]

to:

** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter [[note]] Although [[note]](Although one exception was when the '''Double Play''' was used prior to landing on the $10,000 prize wedge, doubling it to $20,000 if the player picked it up and then won the round, [[CrowningMomentOfAwesome [[MomentOfAwesome which actually happened]] [[/note]].happened]])[[/note]]. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]



** Similarly, when the syndicated Bonus Round setup was altered in October 1987 to have the player pick from five nice prizes displayed onstage, [[ComplacentGamingSyndrome many contestants]] went for the [[MoneyDearBoy $25,000 cash.]] Those that didn't chose the luxury cars and very rarely was anything else picked. In September 1989, the format changed to the contestant choosing a random envelope from the letters W-H-E-E-L before being replaced with the current Bonus Wheel in October 2001.

to:

** Similarly, when the syndicated Bonus Round setup was altered in October 1987 to have the player pick from five nice prizes displayed onstage, [[ComplacentGamingSyndrome many contestants]] went for the [[MoneyDearBoy $25,000 cash.]] cash]]. Those that didn't chose the luxury cars cars, and very rarely was anything else picked. In September 1989, the format changed to the contestant choosing a random envelope from the letters W-H-E-E-L before being replaced with the current Bonus Wheel in October 2001.



* In 2008, the original "classic" format of gameplay got a Clock system added to it [[note]] 15 seconds to answer questions 1-5, 30 seconds to answer questions 6-10, 45 seconds to answer questions 11-14, 45 seconds plus any unused time from the game for the $1,000,000 question (15), if the clock expired, the contestant had to walk away with the money they were set to risk unless the Double Dip was used, which made them drop to the last milestone [[/note]] and saw Double Dip return from ''Super Millionaire'' along with an Ask the Expert lifeline, and toward the end of the Clock format, the Phone-An-Internet-Searcher was disconnected, which led to Ask the Expert being available from the get go. In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question. One of the two Jump the Question lifelines was replaced with the +1 lifeline in 2014, and in 2015, the "Super Mix" format was dumped and replaced with a revised "classic" format that removed the other Jump the Question lifeline and reinstated the 50:50.

to:

* In 2008, the original "classic" format of gameplay got a Clock system added to it [[note]] - 15 seconds to answer questions 1-5, 30 seconds to answer questions 6-10, 45 seconds to answer questions 11-14, 45 seconds plus any unused time from the game for the $1,000,000 question (15), if (15). If the clock expired, the contestant had to walk away with the money they were set to risk unless (unless the Double Dip was used, which made them drop to the last milestone [[/note]] and milestone). It also saw Double Dip return from ''Super Millionaire'' Millionaire'', along with an Ask the Expert lifeline, and toward lifeline.
** Toward
the end of the Clock format, the Phone-An-Internet-Searcher was disconnected, which led to Ask the Expert being available from the get go. start.
*
In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question. One of the two Jump the Question lifelines was replaced with the +1 lifeline in 2014, and 2014.
* ...And
in 2015, the "Super Mix" format was dumped and replaced with a revised "classic" format that removed the other Jump the Question lifeline and reinstated the 50:50.
12th Oct '15 7:24:24 PM jameygamer
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* In 2008, the original "classic" format of gameplay got a Clock system added to it [[note]] 15 seconds to answer questions 1-5, 30 seconds to answer questions 6-10, 45 seconds to answer questions 11-14, 45 seconds plus any unused time from the game for the $1,000,000 question (15), if the clock expired, the contestant had to walk away with the money they were set to risk unless the Double Dip was used, which made them drop to the last milestone [[/note]] In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question. One of the two Jump the Question lifelines was replaced with the +1 lifeline in 2014, and

to:

* In 2008, the original "classic" format of gameplay got a Clock system added to it [[note]] 15 seconds to answer questions 1-5, 30 seconds to answer questions 6-10, 45 seconds to answer questions 11-14, 45 seconds plus any unused time from the game for the $1,000,000 question (15), if the clock expired, the contestant had to walk away with the money they were set to risk unless the Double Dip was used, which made them drop to the last milestone [[/note]] and saw Double Dip return from ''Super Millionaire'' along with an Ask the Expert lifeline, and toward the end of the Clock format, the Phone-An-Internet-Searcher was disconnected, which led to Ask the Expert being available from the get go. In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question. One of the two Jump the Question lifelines was replaced with the +1 lifeline in 2014, and in 2015, the "Super Mix" format was dumped and replaced with a revised "classic" format that removed the other Jump the Question lifeline and reinstated the 50:50.
12th Oct '15 6:29:20 PM jameygamer
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* In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question.

to:

* In 2008, the original "classic" format of gameplay got a Clock system added to it [[note]] 15 seconds to answer questions 1-5, 30 seconds to answer questions 6-10, 45 seconds to answer questions 11-14, 45 seconds plus any unused time from the game for the $1,000,000 question (15), if the clock expired, the contestant had to walk away with the money they were set to risk unless the Double Dip was used, which made them drop to the last milestone [[/note]] In September 2010, the Clock system was replaced by "Super Mix", which also dumped Double Dip and Ask the Expert for two of Jump the Question.Question. One of the two Jump the Question lifelines was replaced with the +1 lifeline in 2014, and
12th Oct '15 6:20:16 PM jameygamer
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** Similarly, when the syndicated Bonus Round setup was altered in October 1987 to have the player pick from five nice prizes displayed onstage, [[ComplacentGamingSyndrome many contestants]] went for the $25,000 cash. Those that didn't chose the luxury cars and very rarely was anything else picked. In September 1989, the format changed to the contestant choosing a random envelope from the letters W-H-E-E-L before being replaced with the current Bonus Wheel in October 2001.

to:

** Similarly, when the syndicated Bonus Round setup was altered in October 1987 to have the player pick from five nice prizes displayed onstage, [[ComplacentGamingSyndrome many contestants]] went for the [[MoneyDearBoy $25,000 cash. cash.]] Those that didn't chose the luxury cars and very rarely was anything else picked. In September 1989, the format changed to the contestant choosing a random envelope from the letters W-H-E-E-L before being replaced with the current Bonus Wheel in October 2001.
12th Oct '15 6:18:22 PM jameygamer
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** '''25 Wedge''' and '''Big Money Wedge''', both used only in Season 25. The former offered a prize that was 25 of something (sometimes $2,500; i.e., 25 $100 bills), and the latter alternated among three different cash values (which were treated as an odd cross between a prize and a regular cash space: like a prize, it wasn't multiplied by the number of times the letter appeared in the puzzle, but if claimed the money could be used to buy vowels as if it came from a cash space), Bankrupt, and Lose A Turn. Season 25 also included a double-sized $2,500 wedge for four weeks.

to:

** '''25 Wedge''' and '''Big Money Wedge''', both used only in Season 25. The former offered a prize that was 25 of something (sometimes $2,500; i.e., 25 $100 bills), and the latter alternated among three different cash values (which were treated as an odd cross between a prize and a regular cash space: like a prize, it wasn't multiplied by the number of times the letter appeared in the puzzle, but if claimed the money could be used to buy vowels as if it came from a cash space), space, plus the Wild Card could be used to claim it a second time), Bankrupt, and Lose A Turn.Turn; if the cash value was won, the wedge reverted to a $1,000 space and eliminated the penalty options from appearing in it. Season 25 also included a double-sized $2,500 wedge for four weeks.
12th Oct '15 6:15:14 PM jameygamer
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** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]

to:

** Season 13 had '''Double Play''', a token which could be used to double the value of the contestant's next spin. Many contestants had a habit of using it immediately after earning it, usually landing on an insignificant amount for an infrequent letter.letter [[note]] Although one exception was when the '''Double Play''' was used prior to landing on the $10,000 prize wedge, doubling it to $20,000 if the player picked it up and then won the round, [[CrowningMomentOfAwesome which actually happened]] [[/note]]. Others just never got around to using it. [[note]](WordOfGod is that landing on a Prize wedge, Surprise, or Free Spin after using it gave that player the choice of taking the token back or applying it to their next spin.)[[/note]]
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