History Series / StreetSmarts

11th Jul '15 6:15:57 PM ANTMuddle
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* {{Lifelines}}: In Rounds 2-3, a contestant may buzz in and place a dunce cap on their opponent's head and force them to answer the question; hopefully, the player who was "dunced" (as it was sometimes called in-show) got it wrong, thus giving the player who buzzed in bonus cash. However...
** {{Whammy}}: This backfired if the opposing player gave the right answer, thus earning the bonus themselves. They got to add insult to injury by placing the Dunce Cap on the Duncer's head instead.

to:

* {{Lifelines}}: In Used in Rounds 2-3, 2-3. Upon hearing a question they think the opponent is unable to answer, a contestant may buzz in and place a dunce cap on their opponent's head and force them to answer the question; hopefully, the player who was "dunced" (as it was sometimes called in-show) got it wrong, thus giving the player who buzzed in bonus cash. However...
** {{Whammy}}: This backfired if the opposing player gave the right answer, thus earning the bonus themselves. They got to add insult to injury by placing the Dunce Cap on the Duncer's challenger's head instead.



* DunceCap: See above.

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* DunceCap: See the ''Lifeline'' above.
28th Jun '15 9:08:19 PM supersaver87
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* DownerEnding: If both players end the game with $0, they both get nothing.

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* DownerEnding: If both players end the game with $0, they both get nothing. It happened at least three times.
29th Oct '14 2:11:05 AM MoPete
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Both players secretly choose a Savant, predict whether s/he would be right or wrong, and then make a wager of any amount up to their current total. Unlike ''Pick Your Pony/Brain'', both contestants can pick the same savant in this round. As you'd expect, a correct prediction adds the wager to their score while a wrong prediction deducts it. After this round, the player with more money keeps it (even if it's $1) while the losing player gets nothing.

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Both players secretly choose a Savant, predict whether s/he they would be right or wrong, wrong on one final question, and then make a wager of any amount up not to exceed their current total. Unlike ''Pick Your Pony/Brain'', both contestants can pick the same savant in this round. As you'd expect, a correct prediction adds the wager to their score while a wrong prediction deducts it. After this round, the player with more money keeps it (even if it's $1) while the losing player gets nothing.
27th Mar '14 5:31:40 AM MoPete
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* [[FirstInstallmentWeirdness First Season Weirdness]]: In the first season of ''Street Smarts'', contestants say in chairs in the studio and gave answers to questions using a mechanical trilion (For Who Knew It?/Who Blew It?), a paddle with "Right/Wrong" on either side (for Pick Your Pony!), and wrote down their predictions and wager for The Wager Of Death. Starting in the second season, the contestants stood behind podiums and locked in answers by pushing buttons.

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* [[FirstInstallmentWeirdness First Season Weirdness]]: In the first season of ''Street Smarts'', contestants say sat in chairs in the studio and gave answers to questions using a mechanical trilion (For Who Knew It?/Who Blew It?), a paddle with "Right/Wrong" on either side (for Pick Your Pony!), and wrote down their predictions and wager for The Wager Of Death. Starting in the second season, the contestants stood behind podiums and locked in answers by pushing buttons.
27th Mar '14 5:22:06 AM MoPete
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Added DiffLines:

* [[FirstInstallmentWeirdness First Season Weirdness]]: In the first season of ''Street Smarts'', contestants say in chairs in the studio and gave answers to questions using a mechanical trilion (For Who Knew It?/Who Blew It?), a paddle with "Right/Wrong" on either side (for Pick Your Pony!), and wrote down their predictions and wager for The Wager Of Death. Starting in the second season, the contestants stood behind podiums and locked in answers by pushing buttons.
27th Mar '14 3:16:42 AM MoPete
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Similar to the first, except this time the question was only asked to two of the "savants" at a time (one of whom answered correctly) and the contestants had to pick who got it ''wrong''. A correct prediction awarded $200, and this round introduced the "Dunce Cap" (see below).

to:

Similar to the first, except this time the question was only asked to two of the "savants" at a time (one of whom answered correctly) and the contestants had have to pick who got it ''wrong''. A correct prediction awarded $200, and this round introduced the "Dunce Cap" (see below).



Both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) picked a different Savant and had to predict whether they got each of three questions right or wrong. A correct prediction awarded $300, and the Dunce Cap could be used regardless of whether it was used in Round 2.

to:

Both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) picked pick a different Savant and had have to predict whether they got each of three questions right or wrong. A correct prediction awarded $300, and the Dunce Cap could can be used regardless of whether it was used in Round 2.



Both players secretly chose a Savant, predicted whether s/he would be right or wrong, and then made a wager of any amount up to their current total. Unlike ''Pick Your Pony/Brain'', both contestants could pick the same savant in this round. As you'd expect, a correct prediction added the wager to their score while a wrong prediction deducted it. After this round, the player with more money kept it (even if it's $1) while the losing player got nothing.

to:

Both players secretly chose choose a Savant, predicted predict whether s/he would be right or wrong, and then made make a wager of any amount up to their current total. Unlike ''Pick Your Pony/Brain'', both contestants could can pick the same savant in this round. As you'd expect, a correct prediction added adds the wager to their score while a wrong prediction deducted deducts it. After this round, the player with more money kept keeps it (even if it's $1) while the losing player got gets nothing.
6th Mar '14 10:23:28 PM MoPete
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Both players secretly chose a Savant, predicted whether s/he would be right or wrong, and then made a wager of any amount up to their current total. As you'd expect, a correct prediction added the wager to their score while a wrong prediction deducted it. After this round, the player with more money kept it (even if it's $1) while the losing player got nothing.

to:

Both players secretly chose a Savant, predicted whether s/he would be right or wrong, and then made a wager of any amount up to their current total. Unlike ''Pick Your Pony/Brain'', both contestants could pick the same savant in this round. As you'd expect, a correct prediction added the wager to their score while a wrong prediction deducted it. After this round, the player with more money kept it (even if it's $1) while the losing player got nothing.
13th Mar '13 6:47:24 AM WarioBarker
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In the first round, the same question was asked to all three of the "Street Savants," but only one of them got the question right. Correctly predicting which one got it right earns $100.
* Sometimes two of them would give the correct answer.

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In the first round, the same A single question was asked to all three of the "Street Savants," but only Savants", one (sometimes two) of them whom got the question right. Correctly predicting which one got it right earns awarded $100.
* Sometimes two of them would give the correct answer.



Similar to the first, except this time (1) the question is only asked to two of the "savants" at a time (one of whom answered correctly), and (2) the contestants have to pick who got it ''wrong''. A correct prediction is worth $200, and this round introduces the "Dunce Cap" (see below)

to:

Similar to the first, except this time (1) the question is was only asked to two of the "savants" at a time (one of whom answered correctly), correctly) and (2) the contestants have had to pick who got it ''wrong''. A correct prediction is worth awarded $200, and this round introduces introduced the "Dunce Cap" (see below)
below).



Both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) pick a different "savant", and then have to predict whether they got each of three questions right or wrong. A correct prediction is worth $300, and the Dunce Cap can be used in this round regardless of whether it was used in Round 2.

to:

Both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) pick picked a different "savant", Savant and then have had to predict whether they got each of three questions right or wrong. A correct prediction is worth awarded $300, and the Dunce Cap can could be used in this round regardless of whether it was used in Round 2.



Both players secretly choose a "savant", predict whether they would be right or wrong, and then make a wager not to exceed their current total. A correct prediction adds their wager to their score, while an incorrect prediction deducts it. When this round ends, the players with the most money keeps it (even if it's $1), and the losing player gets nothing.

to:

Both players secretly choose chose a "savant", predict Savant, predicted whether they s/he would be right or wrong, and then make made a wager not of any amount up to exceed their current total. A As you'd expect, a correct prediction adds their added the wager to their score, score while an incorrect a wrong prediction deducts deducted it. When After this round ends, round, the players player with the most more money keeps kept it (even if it's $1), and $1) while the losing player gets got nothing.
13th Mar '13 6:44:02 AM WarioBarker
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The second round is similar to the first one, except this time, (1) the question is only asked to two of the "savants" at a time (one of whom answered correctly), and (2) the contestants have to pick who got it wrong. A correct prediction is worth $200, and this round introduces the "Dunce Cap" (see below)

to:

The second round is similar Similar to the first one, first, except this time, time (1) the question is only asked to two of the "savants" at a time (one of whom answered correctly), and (2) the contestants have to pick who got it wrong.''wrong''. A correct prediction is worth $200, and this round introduces the "Dunce Cap" (see below)



In the third round, both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) pick a different "savant," and then have to predict whether they got each of three questions right or wrong. A correct prediction is worth $300, and the Dunce Cap can also be used in this round regardless of if it was used in the previous round.

to:

In the third round, both Both players (starting with the one in the lead, or in the case of a tie, determined by a coin toss backstage) pick a different "savant," "savant", and then have to predict whether they got each of three questions right or wrong. A correct prediction is worth $300, and the Dunce Cap can also be used in this round regardless of if whether it was used in the previous round.
Round 2.



In the Wager of Death, involving all three "savants," both players secretly choose a "savant," predict whether they would be right or wrong, and then make a wager not to exceed their current total. A correct prediction adds their wager to their score, while an incorrect prediction deducts it. When this round ends, the players with the most money keeps it (even if it's $1), and the losing player gets nothing.

to:

In the Wager of Death, involving all three "savants," both Both players secretly choose a "savant," "savant", predict whether they would be right or wrong, and then make a wager not to exceed their current total. A correct prediction adds their wager to their score, while an incorrect prediction deducts it. When this round ends, the players with the most money keeps it (even if it's $1), and the losing player gets nothing.



!!GameShow Tropes in use:
* {{Lifelines}}: In Rounds 2 and 3, a contestant may buzz in and place a dunce cap on their opponent's head and force them to answer the question; hopefully, the player who is "dunced" (as it's sometimes called in-show) gets it wrong, thus giving the player who buzzed in bonus cash. However...
** {{Whammy}}: This can backfire if the opposing player gets the answer right, thus earning the bonus themselves. They get to add insult to injury by placing the Dunce Cap on the Duncer's head instead.

to:

!!GameShow Tropes !!GameShowTropes in use:
* {{Lifelines}}: In Rounds 2 and 3, 2-3, a contestant may buzz in and place a dunce cap on their opponent's head and force them to answer the question; hopefully, the player who is was "dunced" (as it's it was sometimes called in-show) gets got it wrong, thus giving the player who buzzed in bonus cash. However...
** {{Whammy}}: This can backfire backfired if the opposing player gets gave the answer right, right answer, thus earning the bonus themselves. They get got to add insult to injury by placing the Dunce Cap on the Duncer's head instead.



* DieHardOnAnX: It's basically [[Series/TheTonightShow Jay Leno]]'s "Jaywalking" segments as a GameShow.

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* DieHardOnAnX: It's basically [[Series/TheTonightShow Jay Leno]]'s "Jaywalking" segments "[[Series/TheTonightShow Jaywalking]]" as a GameShow.



* FlawlessVictory: The highest possible winning total is $4,600. This required not only making every prediction correct in every round, but winning both Dunce Cap questions ''and'' going [[AllOrNothing double or nothing]] on the Wager of Death.
* GoldenSnitch: Much like ''{{Series/Jeopardy}}'', the player in second place could win if the leader wagered enough on a bad prediction. Of course, this usually would only happen if the leader had no more than twice the second player's total.
* GrandFinale: Rare for a game show to have this, but the final season had the winner be given the option of keeping the winnings or forfeiting them to return for a tournament where champions competed for $100,000. The last episode was the last two players competing for that grand prize.
* SuddenDeath: If there is a tie on anything other than $0, the players play a single question under modified "Dunce Cap" rules: when a player buzzes in, they can play (but must answer based only on what they've heard to that point) or pass to the other player (but let them hear the entire question before answering). Get it right and you win, get it wrong and you're out.

to:

* FlawlessVictory: The highest possible winning total score is $4,600. This required not only making $4,600, which aside from the obvious (making every prediction correct in every round, but round and going AllOrNothing on the Wager of Death) required winning both Dunce Cap questions ''and'' going [[AllOrNothing double or nothing]] on the Wager of Death.
questions.
* GoldenSnitch: Much like ''{{Series/Jeopardy}}'', ''Series/{{Jeopardy}}'', the player in second place could win if the leader wagered enough on a bad prediction. Of course, this usually would only happen if the leader had no more than twice the second player's total.
* GrandFinale: Rare for a game show to have this, but the The final season had the winner be given the option of keeping the winnings or forfeiting them to return for a tournament where champions competed for $100,000. $100,000 Tournament The last episode was the last two players competing for that grand prize.
* SuddenDeath: If there is was a tie on anything other than $0, the players play played a single question under modified "Dunce Cap" rules: when a player buzzes buzzed in, they can could play (but must answer based only on what they've they heard to that point) or pass to the other player (but let them hear the entire question before answering). Get it right and you win, get it wrong and you're out.
11th Mar '13 5:06:17 PM JIKTV
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