The part of a Game Show
which is often played at the end of the main game to determine a winner, typically a series of rapid-fire questions asked within a given time limit. Not to be confused with Bonus Round
, which is exclusively for the show's winner.
Also referred to as the "Lightning Round", although Password
used this term for its Bonus Round
- The Final Chase is this on The Chase. Done slightly differently, in that it's technically two speed rounds: one for the contestants, one for the Chaser.
- Downfall is essentially an entire game of speed rounds. Unlike most, there isn't a definitive fixed length for the timer, except for "you lose if the case of money at the end goes over the edge of this here conveyor belt." The belt does speed up every time a clue is passed on by the contestant, however.
- Sale of the Century, 60 seconds at $5 per question.
- If time ran out during the last round of The $1,000,000 Chance of a Lifetime, the letters in the main puzzle were revealed one at a time until someone buzzed in with the correct answer.
- Child's Play had "Fast Play", the entire second round, at 2 points per question.
- College Mad House: "Finals", 1:30 at 25 points per question (and the right to pie one's opponent).
- Idiot Savants: The "Brainstorm Round", 60 (later 45) seconds at 200 points per question.
- The "Grand Savant Round" was both this and a Bonus Round for the day's top scorer on Monday through Thursday episodes. 60 seconds (originally 45) to answer 10 questions and win a prize, with 200 points awarded for each right answer regardless.
- The "Double Grand Savant Round" at the end of each Friday's episode. The two surviving contestants played separately, earning 1,000 points per correct answer in 60 seconds.
- The 1990 version of Match Game had "Match-Up", played at the end of each round; 30 seconds at $50 per match after Round 1, and 45 seconds at $100 per match after Round 2.
- Remote Control: "Think Real Fast", 30 seconds at 10 points per question. Changed in the final season to "This, that or the other thing" and played for 20 seconds.
- Scrabble had "Speedword", played at three different times:
- When all three Stoppers had been drawn for a word
- After a 2-2 tie
- Whenever time ran short
- The "Shopper's Challenge Round" on Shop 'Til You Drop, 1:30 at 50 points per question.
- Trashed: The "Survival Round", 39 seconds at 150 points per question. Could be considered a Golden Snitch as the questions were worth quite a bit more than the ones in the main game.
- Wheel of Fortune has the "Final Spin"; although not timed, the wheel is spun once to determine a value (+$1,000 since October 1999), with all consonants worth this amount and all vowels worth nothing. Lasts until someone solves the puzzle. During the Shopping Era, frequently (but not always) ended with the winner taking his winnings on a gift certificate.
- While Who's Still Standing? is also one of those shows where the whole game consists of speed rounds, its Sudden Death consolation round better is even speedier: the remaining contestants answer questions like the main game with a short time limit. Correct answers increase a pot, last person standing wins it.
- Wait Wait... Don't Tell Me! ends with "Lightning Fill In The Blank". Most of the questions are normal news questions, but the last one for each round is a sillier story which gets elaborated on.
- Also, despite Peter's urging, sometimes it accidentally becomes quite clear it isn't really a speed round, per se...
- In That Mitchell and Webb Look, the final round of Numberwang, after rotating the board, has Julie and Simon taking turns calling numbers faster than they do in previous rounds, until one contestant (it's always Simon, actually) somehow gets Wangernumb and wins.
- The Missing Vowels Round, the last round of Only Connect. In the previous rounds, each question had its own individual time limit; here, there's a time limit for the whole round (so if the contestants play fast, they'll get to hear more questions), and the teams are competing to buzz in first.